Big Item

What to do with a overpowered weapon?

  • Sell the warhammer.

    Votes: 4 5.7%
  • Let a character keep and use the warhammer.

    Votes: 51 72.9%
  • Characters can't just sell and buy magic items.

    Votes: 15 21.4%


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That Makes Two

The last magic weapon I was given was a +1 thundering greatsword. It was just treasure the DM inserted for my character because my main weapon was a greatsword. Since my character uses Hide and Move Silently a lot I was a little annoyed.

I immediately began researching the weapon and the DM obliged me by writing up an interesting history of the sword's creation 1,000 years earlier. The DM was a little annoyed when I started seeking out the descendants of the sword's creator so that I could return it to them.

The NPC whom I tried to return the magic sword was very difficult to work with. This time the DM wrote the new weapon for my character into the story AND made me go on a quest (for the NPC whom I offered a free magic weapon) to get it.

Once I did the quest to pay the NPC to take a magic sword off my hands I also came away from the quest with a new (and more powerful) magic weapon. The DM is still shocked at how "unselfish" our characters were in returning a lost item.

Frankly, I just wanted to be rid of it in an interesting story driven fashion because in the first battle I hit a crit at least once and what kind of sneaky warrior wants his weapon to go *boom* unexpectedly.
 

Mokona said:
Let the most appropriate character keep the warhammer until the rest of the party has roughly equal treasure.

Why would the party have to have roughly equal treasure? Do players whine if everyone doesn't have the same amount of "stuff"?

I'd say if the character can use it, keep it - if not, keep it and look for an opportunity to give it to someone else. Maybe you can trade it for something, or get someone's favor.
 

I think I'll diverge from the majority here, and even disagree with Crothian :eek: and say that the party ought to sell it. This is because the utility of magical items relative to the cost have a very strong diminishing returns curve.

Essentially, this is due to the squaring of the plus to give the cost, meaning that one high-priced item is of similar cost, but less utility, than multiple lower-priced items. In this instance, selling the warhammer, which in most cases merely acts as a +2 warhammer, enables the fighter to get a +1 weapon, +1 shield and +1 armour, the rogue to get Gloves of Dexterity +2, the wizard to get a Headband of Intellect +2 and the cleric to get a Periapt of Wisdom +2. The aggregate usefulness of all of these items is likely to substantially outweigh the possible utility of the single weapon is nearly all cases. For the fighter alone, he is taking a -1 to hit and damage in exchange for a +2 AC which is a reasonable trade-off; whilst the benefits to the others are pure gain. Alternately, the cleric could relinquish his Periapt, the fighter could purchase some Gauntlets of Ogre Strength and, unless against undead, there is a net gain of +2 AC (for the fighter) as well as secondary benefits of increased Strength, +2 Dex for the rogue and all of the associated advantages and higher DCs and extra spells for the wizard.

Waiting for the other party members to catch up means that during the interim between the acquisition of the item and the catch up period, the party is operating at a substantially sub-optimal level. When every combat could be lethal, I'd go for jam today rather than the possibility of some jam at some indeterminate time in the future.
 

If the DM awards a magic item well beyond your average wealth for your level, there is most likely a plot hook involved. So keep it. I'm sure your DM will be a bit dismayed if you try to get rid of it.
 

It makes no difference what the book prescribes for a 5th level character and I'm not sure why you brought it up. That's the DM's concern in choosing to place this item to be found. To me it's clearly more beneficial to each member of the party for someone in the group to have a means of striking many powerful opponents, than to have 3500gp.
 

To the original poster: how often does your GM give out sweet treasure? Is this out of the ordinary or are items like this 'par for the course?' I, too, am starting to think there could be more to it.
 

I agree with AL, except that it's disruption. Disruption is one of those things that completely pulls your ass out of the fire when used correctly. It's too much of a good thing to get rid of without a good reason. And if you keep it, you might as well let someone use it in the meantime.
 

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