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Worlds of Design: Magic, Magic Everywhere

Are there too many magic items in your campaign?

sword-1557814_1280.jpg

Picture courtesy of Pixabay.

“…and a +5 Sword”​

The nature of fantasy adventure gaming, as set out by the original Dungeons & Dragons, is that the collection of treasure meant acquiring magic items. In earlier versions of D&D, magic items were one of the few ways a character could increase in power. That mindset, which is still pervasive in many tabletop fantasy role-playing games today, is that over time, those magic items add up. This is the “Monty Haul” campaign, in which characters have so many magic items that their power level far exceeds their level, and dungeon masters find themselves struggling to provide challenges for the player characters to keep the game fun. I’ve addressed how to deal with this before in “When There's Too Many Magic Items” and “Power Creep,” but there are certainly other ways as well.

Charging for Magic​

One idea I’ve floated for dealing with "magic item inflation" is for PCs to roll a die whenever a character uses an item, to find out if it “expires.” Different items can have different probabilities. For example, a wand might have a 5% chance of expiration. So when the player intends to use the item, they roll a 20 sided die and if a “1” results the item does not work! Never again, unless it’s rechargeable. (An alternative would be to have the item work, but then never work again. There could even be some form of magic that can assure that the item has at least one use left.) You could measure everything in percentages or use special dice: for example, item expires when a one is rolled on a d12. Or if the game only uses d6s, it might expire when 2d6 results in “snake eyes” (one chance in 36).

This limitation can be applied to all kinds of magic items, magic armor, shields, even swords, with the roll occurring at the end of an adventure or at the end of a gaming session (assuming the item had been in use). More or less “permanent” magic items would have very small chances of expiration. This is not perfect of course because items like armor and shields should become unusable after heavy accumulation of damage.

This concept isn’t new. Various magic items (usually wands) have had charges in different editions of D&D, and Fifth Edition has charged items recharge daily, requiring a die roll (often a d20) and if you a roll a 1, the item is destroyed (e.g., a staff of healing). And 5E’s attunement mechanism is an excellent method of reducing the number of magic items that can be used at any given time (as in “wish I’d thought of that”).

Implications​

Of course, if every magic item has a charge, it requires significant paperwork to keep track when it’s used. Another problem (assuming the original problem is your goal is to remove magic items through use) with this scheme is that it can result in “infinite” use, as the player never rolls badly enough to trigger expiration. But when the original AD&D alternative is that items can have 100 charges, or more likely infinite usage to begin with as they work without charges, this is not a real problem. For artifacts, perhaps infinite usage would be appropriate.

Giving any magic item a limited lifespan changes how characters interact with it in the world. Using a magic sword repeatedly might be discouraged for fear it could “run out” at the wrong moment, and thus only used in emergencies.

It should be noted that hard-earned magic items that are destroyed by a bad roll can be quite upsetting for PCs too, who might justifiably feel they "earned" it and be angry about losing something to a random die roll. As always, speaking with the group about how magic items operate is a good idea before rules like this are implemented.

Other Constraints​

Magic items don’t have to just be temporary. There are plenty of other ways they can be constrained:
  • Special Effects: Magic items can be loud or flashy when actiated, as I discussed in “How Subtle is your Sorcery?” which can end up making PCs with lots of magic items flashing warning signs to monsters and thieves who might run away or attack, depending on their relative power level.
  • Command Word: Does the magic item need a magic word or gesture? In my experience, this tends to be ignored in actual play, perhaps because it’s seen as an unnecessary impediment. Entire series of adventures can revolve around finding the word or gesture for a magic item. How easy is it to find out? The word might be written on the magic item. And in this case if someone just reads the word aloud does the item activate, the classic movie “gotcha?” Or it might be hidden in some ancient tome, or just about anywhere, as simple or elaborate as the GM likes.
  • Class Requirements: Another element that has become increasingly rare in Fifth Edition is character class requirements for use. This was at one point a major feature of thieves, who could use scrolls from other classes; it was later changed to Use Magic Device as a skill, which let the rogue ignore the restrictions of magic items assigned to a class or species.
  • Saving Throws: How easy is it to destroy an item during combat, or deliberately destroy something cursed or otherwise not beneficial? The “original” answer was that some spells could destroy items (saving throw allowed), but it was very difficult to destroy a cursed or evil artifact. Different editions of D&D could result in magic items be destroyed if the target rolled a natural 1 or the item was unattended, requiring the item to make a saving throw. Fifth Edition has largely eliminated magical items being destroyed at all.
Over time, D&D has shifted from an emphasis on “stuff” for power to innate abilities. Magic items are helpful in Fifth Edition but are not necessarily a requirement for characters to win battles against monsters (this doesn’t mean it will be easy!). As a result, the power creep of magic items – and the subsequent limitations that need to be imposed upon them – has shifted.

Which brings us to the simplest means of managing magic item power creep: be careful how PC acquire them in the first place.

Your turn: How do you manage magic item use when it starts to get out of hand?
 

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Lewis Pulsipher

Lewis Pulsipher

Dragon, White Dwarf, Fiend Folio
I think as a DM, you give them many magic items. A few are ones they use all the time - others are experimental or designed for specific situations. Giving someone a gem that grants them an aura of defense, thus increasing their armor class by one once a day, is a good magic item to use all the time. Giving someone a gem that grants them an aura of persuasion against devils (giving them advantage on persuasion and intimidation) is something very specific. Give them a boat load of those. In a campaign, many of those things will be forgotten about, and maybe, the group will have that fun "A-ha!" moment when they remember they have something for this specific situation.

So no need to limit the items, just limit the ones that are used every combat or every skill check.
 

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In my experience, in any TTRPG where the party has been stolen from, they have dropped nearly everything to go reclaim their stolen property and vengefully punish those that stole from them. Like, really really vengefully punish.

That merchant might just try to pick up the pieces after being robbed, but those adventurers you stole from? They'll go through literal hell to punish you.
That may stay true unless the party discovers that the Guild Master for the Thieves is twice the party's level and her minions are more then a match for the party's puny abilities. Way too many players operate in the belief that their characters are the most powerful force in the area. Sometimes it is good to correct that idea.
 

There were and are still the standard problems in magic items.
1. Too many magic items in official products. In 1E as soon as I removed the wrapper on the module, I would pencil out one third of the magic items.
2. Player's items have plot armor. A thing breaks, it gets stolen, it is the Mcguffin and the player wants it. All hell is going to break loose at the table as the players lose their minds.
3. Magic Walmarts. This started back in 1E and became official in 3E.
Solving this a problem. 3 item attunements does not make total sense as what needs to be attuned is wacky. Adventure League tries to solve this buy limiting what can be brought into the session but makes it far worse by all items surviving the session duplicating at the end of the night. (snark gee now everyone has a +1 longsword of giant slaying. that will not have any affect in Storm King's Thunder).

If you homebrew, talk with your players and find a solution that works for you and move on. If you are an AL DM roll with the anime style of play.
 

"Too many magic items" is a DM problem. It's a problem the DM decides exists when the party reaches a certain level of bling, and it's a problem the DM created by giving the party those items in the first place. And then it becomes a player problem when the DM tries to walk back their previous generosity by clawing away the PC's prize items, which players hate. If a DM wants to keep magic items rare, rather than jumping through elaborate hoops to make them security locked or on self-destruct timers, just don't put those items into the game in the first place.

Now, this is a design choice the DM should and must discuss with the group before hand. A lot of players have certain expectations, and developer protestations aside a lot of classes really rely on magic items for some sorely needed customization and utility. Players may not like being told they don't get to play with the fun toys because the DM wants to make a plain old +1 longsword feel "special".
 

Your turn: How do you manage magic item use when it starts to get out of hand?
In my last campaign, I restrained myself in the early stages. In the later stages, I went wild and things got nuts; but I didn't have to deal with it for long, because the campaign was approaching its end. Also, this coincided with a sharp increase in plane-hopping and general weirdness, and was right about the time the PCs were getting into double-digit levels, where D&D starts breaking down anyway.

Obviously, this only works if you have a campaign with a definite end point.

If I were looking for a more sustainable solution, I'd focus on ways to pull magic items out of the campaign by giving players a chance to trade them for something -- that always feels better than forcibly breaking or depowering stuff. Ideally, the "something" would be related to the plot or setting rather than personal power.

Maybe gifting magic items is a way to efficiently boost your social status, giving you the ability to influence important people? That could also be a way to drain off excess money... hmm. I may have to try this in my next campaign.

Consumables also work, but watch out for players hoarding Big Stuff for boss fights -- if the players know they're in a climactic final battle, they'll pull out all the stops and suddenly you have a vastly stronger party than you're used to, and your terrifying boss is a cakewalk.
 

1. Too many magic items in official products. In 1E as soon as I removed the wrapper on the module, I would pencil out one third of the magic items.
"Too many magic items" is a DM problem. It's a problem the DM decides exists when the party reaches a certain level of bling, and it's a problem the DM created by giving the party those items in the first place.
Yeah, to be clear it's been a thing since Ye Olden Dayes. I ran Night Below for 5e, and wow! But modern adventures are also filled with magic items... and Red Hand of Doom? I loved that adventure, it's one of the best, buuut wow yeah the magic items are overflowing.
On the other hand... I get it? It's a campaign, how many of them are you going to enjoy, give out some cool items.

But wanting both "give out lots of cool magic items" AND "maintain ability to challenge PCs without slaughtering them or bogging down the game," that can be ... difficult.
 

In my experience, in any TTRPG where the party has been stolen from, they have dropped nearly everything to go reclaim their stolen property and vengefully punish those that stole from them. Like, really really vengefully punish.

That merchant might just try to pick up the pieces after being robbed, but those adventurers you stole from? They'll go through literal hell to punish you.
Yeah. Like I don't play evil characters (it makes me genuinely feel like a terrible person), but even my most goody-two-shoes Paladin characters would be unable to accept anything less than a good drubbing and serious consequences for the thief/thieves. It's not quite "drop absolutely everything"--often there are people to save or the like, which takes precedence over mere material goods--but if there isn't a life-or-death problem on the line, you bet your arse I'm gonna be rising and unfolding like the wrath of kings on these schmucks.
 

That may stay true unless the party discovers that the Guild Master for the Thieves is twice the party's level and her minions are more then a match for the party's puny abilities. Way too many players operate in the belief that their characters are the most powerful force in the area. Sometimes it is good to correct that idea.
It really depends on how much you want to derail the campaign for a vendetta. But making the thieves "unreachable" because they're too powerful seems like it could get antagonistic quickly.

As far as players' belief that their characters are the most powerful... well, that really depends on the game, the setting, etc. Since we're talking about DnD, assuming modern DnD, if the party is powerful enough that they had a bunch of magic items stolen from them? They're gonna be late tier 2 or tier 3. A tier 3 party is GOING to be the most powerful force in the area, unless you're running a very high fantasy world where tons of NPCs are going to be level 15+ equivalent, since we're talking "a thieves guild" here.
 

It really depends on how much you want to derail the campaign for a vendetta. But making the thieves "unreachable" because they're too powerful seems like it could get antagonistic quickly.
Yeah, playing the "untouchably high level NPC comes in and steals the party's stuff" card might as well be the direct hand of the DM reaching into the game world and forcing things on the PCs. And that never goes well. It's the worst sort of railroading and DM fiat, where instead of being open to the players about needing to make an edit it gets dressed up as an in-game event.

I'm sorry, but if any DM pulled that on me I wouldn't be playing with them anymore. This sort of thing is what most of the "bad gamer stories" my friends throw around deal in.
 

Advice to GMs - Dont give too many magic items out and it wont be a problem

Attunement means that item powers can be gated behind level and stat ranks, I like legendary weapons that have influence and narrative "worthiness" gates too. I also think that all magic weapons and armour should be legendary - they should have stories and thematic abilities not just +1 to 3 bonuses.

Give me a unbreakable Shield of the Champion that grants Inspiring Leadership and then levels up and gives a feat slot so I can use the Shield Master Feat. Then add a Returning property so it can be thrown to knock down an enemy. Later level up to give it Richocet and multiple Knock Down
 

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