D&D 5E (2024) A Magic Item Every Encounter or Two? Plus Other Thoughts

Honestly, I am stingy with magic items. My players might get them every 4-5 encounters. If I give them out too often then they simply stick them in their inventory and forget about them. I prefer giving them custom items tailored to them.
 
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They've never been that rare in D&D.

Practically a tropes by now.
I've always been pretty stingy with magic items in pretty much any game. In my current game (not D&D, but it is set in the Realms), I promised to be more generous, and I had one player press me on it before the game -- one of his arguments was, quite specifically, "It's the Forgotten Realms, there should be magic items everywhere."

I've stuck to my promise, and I have to admit it is fun having plenty of flashy magic stuff finding its way into the PC's hands as a change-of-pace from my usual fantasy campaigns. I'm not worrying about how it all fits into the economy; I'll save that for when I go back to being stingy.
 

Last time I calculated level 20 was about 30 2014 "adventuring days". In other words if you ran normal difficulty encounters at a clip of 6-7 a day it would take around 30 days to get enough XP for level 20 ..... so that is on the order of 200 encounters.

In 2024 the party should find 100 magic items by level 20. So if the 200 encounters math is still accurate then finding 1 magic item every 2 encounters is exactly where you should be. Since the party won't find all the magic items the DM places, the DM should "overstock" and actually place more than 1 item every 2 encounters.
I've always been pretty stingy with magic items in pretty much any game. In my current game (not D&D, but it is set in the Realms), I promised to be more generous, and I had one player press me on it before the game -- one of his arguments was, quite specifically, "It's the Forgotten Realms, there should be magic items everywhere."

I've stuck to my promise, and I have to admit it is fun having plenty of flashy magic stuff finding its way into the PC's hands around as a change-of-pace. I'm not worrying about how it all fits into the economy; I'll save that for when I go back to being stingy.

Won't lecture you about it. Mostly in published adventures. Pre wotc very loaded.
 

Won't lecture you about it. Mostly in published adventures. Pre wotc very loaded.
Well, I was agreeing with you that an abundance of items is a D&D staple, so no lecture should be necessary. :cool:

I do think the large hauls of magic were a bit less noticeable in pre-WotC D&D, at least for me, because when I run those games they come with parties consisting of 7 or 8 PCs and a dozen henchmen. That means no individual character tends to end up with a huge array of items -- even if you're picking up three or four items a session, a given character might easily go four of five sessions without gaining one for themselves.
 

This x 100
Without going into mechanical details, I run a "spell points" system, and clerics who want to craft magic items have to invest spell points into an item to make it magical. And crafting items takes time. What this means for the most part is that crafting items requires several high-level clerics working co-operatively through a "Combine" spell, and doing so for some time. (Example: a +2 rapier that does double-damage to undead requires 529 spell points and no less than 36 and no more than 72 hours to craft. A first-level spell is one spell point; a ninth-level spell is 55. [And the craft magic item spell is a fifth-level one.]

By keeping high-level priests limited, magic items are limited. The scale favours interesting trinkets. For example, the most potent item in the current party is a horn that has 12 charges of "Bless" loaded into it. It also boosts the persuasion skill of the attuned carrier by two points.

This item would have taken 20 hours and 89 + 12 spell points, or 26 hours and 191+12 spell points to make it permanent (ie: immune to dispel magic.)
 
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Still ridiculous. Who is making this stuff? Why?

Nobody thinks about magic as an economic force. It should take a crapton of time/labour/money/magic to make something like a freaking +2 sword.

3e did, and Eberron was an exemplar of a 3e setting that said "Ok. Sure, let's go with that much magic...."

The line for "crapton" is a matter of opinion, even inside 5e.

Dmg 2014 says a 2 sword (rare) takes a formula, 7+ months of crafting and 5,000gp of materials and the PC must have "spell slots" (so no warlocks!) And be >=6th level.

Xanathar changes it so the +2 sword (rare) takes a formula, 2.5 months of crafting, 2,000gp, some appropriate material acquired after overcoming a CR10-ish threat and suitable proficiencies or Arcana. So in theory, a 10th level adventurer could make a +2 weapon over winter. Or possibly every member of a 10th level party could make +2 weapons over winter, depending on who has what tool proficiencies and how much "special material" was acquired.
 


Still ridiculous. Who is making this stuff? Why?

Nobody thinks about magic as an economic force. It should take a crapton of time/labour/money/magic to make something like a freaking +2 sword.

The rarer items are, the more valued they become when found.
is +2 sword really magical?

what is the magic? better hitting?

flaming sword is magical, hammer that throws lightning bolts is magical,

+2 sword is just better blacksmithing IMHO,

any smith should make it with better skill(expertise in tools) and some rare(er) materials.


off topic; replacing +1 to attack and damage with +1d6 to damage comes nearly the same in math but keeps bounded accuracy bounded.
 

So the 5.5 DMG does have guidelines for magic items. Depending on DM its almost one every encounter or two. Note a lot are common items but still.

In the 2024 starter set they use a random item deck of cards. Every cave seems to be 2 or 3 encounters and 1-2 items and various other ways to get them.

My group popped +1 full plate in the goblin cave. RAW 1 rare item can drop level 1-4. I've been used to such items dropping since the 90s and 3E and 5E adventures have similar ones.

A lot of the Adventures of Faerun mini adventures often have them as well.

I'm handing out less thanAD&D and BG3 but probably more than ENworld would. Fairly close to DMG guidelines. Sometimes I do drop a legendary tier two.

Magical weapons usually go +1 ir 2, extra dice of damage, very rare or legendary towards the end. If a legendary drops early (eg lvl 7) there's no upgrade.

Common items and generic +1 items are available to buy but not in unlimited quantity. I dont generally track potions of healing. You can't buy clockwork amulet en masse. +1 weapons, wands of warmage, amulet of devotion, +1 shields are generic types.

Vendors sell curated lists of items. They might have 3 eg 2 uncommon items (not +1), 1 rare. They won't be generic +1 items however. Vendors can be found in surprising places.

Very rares and above generally need to be found. A lot of items are from older editions or BG3. Rule of thumb conversion is upgrade items rarity by 1 if a weapon has an ability. A +1 shocking weapon from 3E functions the same but its rare. Probably wont require attunement as theres better ones at that rarity. A minor upgrade might require attunement eg +1 keen shocking weapon. A ×2 version would be very rare.

Similar deal with 4E items. Compare to existing items go from there. Minor ability no attunement. Medium ability attunement. Major item kick it up a rarity.

So thats where I am atm. Trying to avoid the following.

1. Magic item Christmas tree.

2. Magic item supermarkets.

3. Excessive min/maxing.

4. Boosting exploration and social. Eg finding vendors, convincing them to sell. Contacts and sidequests.

5. Guaranteeing basic items are available.

6. Avoiding stacking abuse with non attunement items. No you cant buy 10 clockwork amulet.

7. Magic item supermarkets in essence obsolete 90% of magic items and heavily incentive to internet theory craft. Had enough of that in 3E.

Anyway your thoughts on frequency, power levels etc of items?
I avoid giving out +1 etc. items that aren't attunement, because I find PC's to-hits and ACs get very high with them. We know that 5e's math is based on no magic items- so adding those +'s starts to add up. And I have players that are very heavy on the optimization front... they don't need help from me to stack their bonuses so high that it gets kind of silly.

If you do want magic items for sale, but don't want "shops," I'd recommend using Xanathar's Guide's buying & selling magic item downtime activities. It makes it a time and gold-sink, and there can always be complications- but you do need to make sure players know that there are other things they can spend gold on, like strongholds, organizations, etc. otherwise the only thing that they see gold for is magic items, like in a video game. I use A5E strongholds and MCDM's Strongholds & Followers frequently.

I do make it easy-ish to buy consumable items, like healing potions and low-level scrolls, depending on the area.

I think by partway through tier 2, each character in my game has a rare or very rare magic item, and a few uncommon items. I'm stingy with magic early on, but once we get to tier 2 they seem to crop up more often. But since I use level up A5E, something like +1 Full Plate is categorized as Very Rare. and it'll be an attunement item; +1 plate, with some other magic effects. I don't like having just plain "+1 longsword" anymore- I try to inject some flavor with the effects and names of my items.

edit: I'll also note that as characters get more and more features added (hi A5E), the cognitive load for players becomes heavier and magic items just seem to add to that load. Players have trouble remembering every feature their characters have available to them (hi A5E <3 ) and magic items that do more than "+1 sword that can cast burning hands 3/day" aren't as desirable as they once were. The "engaging mechanics for PCs" have slowly moved from the GM's purview via randomized and curated magic items, to the players' direct control and choice via more and more character features.
After all, if your character does everything you could want it to with just the features you've chosen, wouldn't your desire be items that make your those features even more effective and reliable (+to hit, dmg, DC etc)?
 
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