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General Tabletop Discussion
*Dungeons & Dragons
A Mess of OP Characters (magic items, rest mechanics, etc.)
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<blockquote data-quote="Blue" data-source="post: 8957238" data-attributes="member: 20564"><p>Casters winning all of the battles through early novas is 100% having 1-2 encunters per day. Completely throws off the balance between the at-will classes and the long recovery classes like crazy. Possible solution: Switch to the Gritty Rest variant from the DMG. Overnight is a short rest, 7 days (e.g between adventures usually) is a long rest. But if the casters have no thought to conserving resources and can always through out their highest level spells, this will cointinue to happen.</p><p></p><p>5e has always had how much magic items to give out, but it was hidden between the XP per encounter and the magic item charts because it was emergent, not explicit. An adventure that ignores that can easily go off the rails. It took three years for them to fix that by coming out with an explicit chart in Xanathar's back in 2017. It's on page 135, and will tell you expected number of magic items for the entire party. For example, a 4th level party should have a total of two uncommon major (~= permanent) items, and between 5th and 10th they should find 5 more and 1 rare. They are a 1/3 of the way through that, so say 4 uncommon item for the whole party right now. If you are way above this, you need to either take the items away (boo!) or amp up the encounters to match. Give all the foes +2 AC and saves and +10-20% more HPs and see if they are then appropriate challenges. Adjust until it feels right. (And this is assuming fixing the casters-I-win above first.)</p><p></p><p>Not having explicit item costs was one of the many fixes, like attunement, put in to avoid christmas trees of items what have been prevalent in earlier editions. It's the idea that buying or selling an item outside something like healing potions is a rare enough even the DM should be considering the people involved and the situation and coming up with a unique price to fit that. But yeah, in practical terms that's not everyone's game. Level Up gets a thumbs up from me, but it if's not working there are some decent fan-made item pricing guides, though I'd go for one from 2017 or later - some of the early ones under- or over-valued some aspects of items.</p><p></p><p>Good luck!</p></blockquote><p></p>
[QUOTE="Blue, post: 8957238, member: 20564"] Casters winning all of the battles through early novas is 100% having 1-2 encunters per day. Completely throws off the balance between the at-will classes and the long recovery classes like crazy. Possible solution: Switch to the Gritty Rest variant from the DMG. Overnight is a short rest, 7 days (e.g between adventures usually) is a long rest. But if the casters have no thought to conserving resources and can always through out their highest level spells, this will cointinue to happen. 5e has always had how much magic items to give out, but it was hidden between the XP per encounter and the magic item charts because it was emergent, not explicit. An adventure that ignores that can easily go off the rails. It took three years for them to fix that by coming out with an explicit chart in Xanathar's back in 2017. It's on page 135, and will tell you expected number of magic items for the entire party. For example, a 4th level party should have a total of two uncommon major (~= permanent) items, and between 5th and 10th they should find 5 more and 1 rare. They are a 1/3 of the way through that, so say 4 uncommon item for the whole party right now. If you are way above this, you need to either take the items away (boo!) or amp up the encounters to match. Give all the foes +2 AC and saves and +10-20% more HPs and see if they are then appropriate challenges. Adjust until it feels right. (And this is assuming fixing the casters-I-win above first.) Not having explicit item costs was one of the many fixes, like attunement, put in to avoid christmas trees of items what have been prevalent in earlier editions. It's the idea that buying or selling an item outside something like healing potions is a rare enough even the DM should be considering the people involved and the situation and coming up with a unique price to fit that. But yeah, in practical terms that's not everyone's game. Level Up gets a thumbs up from me, but it if's not working there are some decent fan-made item pricing guides, though I'd go for one from 2017 or later - some of the early ones under- or over-valued some aspects of items. Good luck! [/QUOTE]
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