D&D General Belts of Giant Strength?

If you want to re-design the other stat-boost items you just need to pick alternative riders.

Headband of Intellect can be +2 intelligence (max 21) and the wearer gains proficiency (or expertise if already proficient) in Arcana, History, Nature, and Religion.

Pearl of Wisdom +2 (max 21) and the wearer gains advantage of Wisdom saving throws.

Cloak of Charisma +2 (max 21) and the wearer gains advantage on Charisma based skill checks.

Gloves of Dexterity +2 (max 21) and the wearer gains proficiency (or expertise) in Sleight of Hand.

Amulet of Health +2 Constitution (max 21) and the wearer gains advantage on Constitution and death saving throws. When spending hit dice to regain hp regain an additional 2 hit points.

Just spit-balling, but you get the idea.
So, I don't like the Item of Stat pattern; because it is "pure" and aimed at +X to stat, it removes a lot of possible flavour and inspiration for minor abilities.

Like, a "Sword of doing more damage" vs a "flametongue" vs a "Sword of Red Dragon's Wrath".

The primary purpose of all of them is more damage; but as you go right in that list you get more fluff in the item's identity. That extra identity makes adding flavourful features easier. And I find that makes for better itemization than "narrowly focused on optimizing one problem" items.

A Third Eye that grants +Wisdom, a Ioun's Library Link (+Int), Quickling-Skin Gloves (+Dex), or Troll-Heart Amulet (+Con).

Secondary effects (beyond the primary stat boost) now fall out a bit more naturally.
 

log in or register to remove this ad

So, I don't like the Item of Stat pattern; because it is "pure" and aimed at +X to stat, it removes a lot of possible flavour and inspiration for minor abilities.

Like, a "Sword of doing more damage" vs a "flametongue" vs a "Sword of Red Dragon's Wrath".

The primary purpose of all of them is more damage; but as you go right in that list you get more fluff in the item's identity. That extra identity makes adding flavourful features easier. And I find that makes for better itemization than "narrowly focused on optimizing one problem" items.

A Third Eye that grants +Wisdom, a Ioun's Library Link (+Int), Quickling-Skin Gloves (+Dex), or Troll-Heart Amulet (+Con).

Secondary effects (beyond the primary stat boost) now fall out a bit more naturally.
Your mileage may vary. A lot of players love stat boost items. If all a girdle of giant strength does is boost your carrying capacity, you might not engage players as much with an iconic magic item.
 

Your mileage may vary. A lot of players love stat boost items. If all a girdle of giant strength does is boost your carrying capacity, you might not engage players as much with an iconic magic item.
I mean, yes, stat boosting items are mechanically super strong? As are accuracy/AC boosting items.

Did you see my MIGHT die based girdle of giants strengths above? They boosted carrying capacity, increased damage per hit, improved strength checks and saves, and had other giant thematic effects.

They don't boost accuracy (as that is honestly the most powerful part of stats) to keep them from being an insanely dominant item.

Having giant thematic effects improve the flavour from my perspective. "Belt of I'm Stronger" which is what BOGS is now is a powerful boring item. A BOGS that lets you throw boulders, even if it is mostly a ribbon, makes them a more interesting item.

With attunement in 5e extra mechanical wiz bangs from items can be limited; you can have at most 3 attuned items, so modest mechanical complexity from items cannot grow without bounds.

Distinguishing "what players want" from "what they should get" is also important. Players, optimization wise, want boring mechanically strong items; but optimization from the DM's perspective is a somewhat solved problem, as the DM can just increase encounter difficulty. The hard part from the DM's perspective is differences in optimization between PCs, or (in extremis) the game going pear-shaped as optimization takes the game out of its sweet spot.

From my perspective as a DM, what I want to give players is items they'll remember and like. Once you've added +X to something on your character sheet, the item may as well be gone. Now, remembering what items you have is a challenge for players, so designing them to be memorable and not niche also helps. The MIGHT die is intended to both be automatic and a nudge to memory.
 

Pets & Sidekicks

Remove ads

Top