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3.5 Magic Items To Gift My Players Tomorrow!
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<blockquote data-quote="hippononymous" data-source="post: 5606504" data-attributes="member: 6678224"><p>[MENTION=6675688]Vespucci[/MENTION] You're evil, haha.</p><p></p><p>The Rogue uses a dagger. Just one. I'm giving him a pair of short swords (the ones that give +4 to SA) and going to give him permission to switch out a feat for TWF. As to the arrows I'm giving him, I'm going to assume they're reusable. He enjoys switching between range and melee, so I'd like to encourage him to keeping doing that. I'm hoping he'll use the bow while sneaking around in an evil cleric's chamber or something. I'd allow him to kill an NPC from the dark just so he can enjoy describing how the arrow guts the baddie or something. I think he just needs more attention and feel like a badass, like everyone else.</p><p></p><p>None of the characters are optimized by any means nor are the players particularly knowledgeable of the rules or magic items. I've actually given them a few magic items that could be used tactically. One item allows one player to switch places with another as a swift action. They haven't used it, even when the rogue got knocked unconscious and was bleeding out, too far from anyone else engaged in battle to run up to him and heal.</p><p></p><p>These new items are going to, hopefully, give them more options to do "cool stuff" in-battle. As suggested, I'll give the sorcerer an Empower rod. I'm not too keen on encouraging the druid to wild shape. I don't want to slow combat any more than summon nature's ally already does. I might just give her extra gold to compensate and let her decide.</p><p></p><p>I'm giving the ranger an upgrade to his primary that lets him use Whirlwind. He loves taking out the little guys, so I'll just throw minions at him so he can have more fun. The Scabbard of Keen Edges sounds fun, too.</p><p></p><p>The rogue, no doubt, will be getting a lot more than the others. We use a big grid and usually have large battlefields with lots of cover and (in dungeons) twists and turns and rooms, so I'm thinking I'll give him a bow and dagger that lets him teleport x/day after hitting with an attack. Maybe give him Boots of Haste and allow him to teleport from one enemy to another mid-attack during a full round. If it turns out to be OP'd (ie, if he ends up optimizing), I can always modify the items or have them stolen or damaged, then explain the situation to him so he understands the changes.</p><p></p><p>I'm open to more suggestions, of course, as I wouldn't mind giving my players one-use items or something to make combat more exciting for them. As you might have already guessed, we spend most our time in-combat (they get bored with skill checks and talking to NPCs), so anything that spruce things up during our 6-hour sessions is always welcome <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="hippononymous, post: 5606504, member: 6678224"] [MENTION=6675688]Vespucci[/MENTION] You're evil, haha. The Rogue uses a dagger. Just one. I'm giving him a pair of short swords (the ones that give +4 to SA) and going to give him permission to switch out a feat for TWF. As to the arrows I'm giving him, I'm going to assume they're reusable. He enjoys switching between range and melee, so I'd like to encourage him to keeping doing that. I'm hoping he'll use the bow while sneaking around in an evil cleric's chamber or something. I'd allow him to kill an NPC from the dark just so he can enjoy describing how the arrow guts the baddie or something. I think he just needs more attention and feel like a badass, like everyone else. None of the characters are optimized by any means nor are the players particularly knowledgeable of the rules or magic items. I've actually given them a few magic items that could be used tactically. One item allows one player to switch places with another as a swift action. They haven't used it, even when the rogue got knocked unconscious and was bleeding out, too far from anyone else engaged in battle to run up to him and heal. These new items are going to, hopefully, give them more options to do "cool stuff" in-battle. As suggested, I'll give the sorcerer an Empower rod. I'm not too keen on encouraging the druid to wild shape. I don't want to slow combat any more than summon nature's ally already does. I might just give her extra gold to compensate and let her decide. I'm giving the ranger an upgrade to his primary that lets him use Whirlwind. He loves taking out the little guys, so I'll just throw minions at him so he can have more fun. The Scabbard of Keen Edges sounds fun, too. The rogue, no doubt, will be getting a lot more than the others. We use a big grid and usually have large battlefields with lots of cover and (in dungeons) twists and turns and rooms, so I'm thinking I'll give him a bow and dagger that lets him teleport x/day after hitting with an attack. Maybe give him Boots of Haste and allow him to teleport from one enemy to another mid-attack during a full round. If it turns out to be OP'd (ie, if he ends up optimizing), I can always modify the items or have them stolen or damaged, then explain the situation to him so he understands the changes. I'm open to more suggestions, of course, as I wouldn't mind giving my players one-use items or something to make combat more exciting for them. As you might have already guessed, we spend most our time in-combat (they get bored with skill checks and talking to NPCs), so anything that spruce things up during our 6-hour sessions is always welcome :) [/QUOTE]
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