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CRs and what is going on?
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<blockquote data-quote="Prism" data-source="post: 6692264" data-attributes="member: 9501"><p>I just put together a quick example of permanent magic items found as a party levels up from 1-20 and discovers treasure hoards all rolled as per the DMG. I tend to assign items rather than roll when I DM so thought a comparison of what I give out to what is expected if rolling would be worth doing. I only rolled once so this is very anecdotal.</p><p></p><p>Levels 1-4 : bag of tricks (tan), javelin of lightning</p><p>Levels 5-10 : gloves of thievery, necklace of adaption, pearl of power, bag of tricks (rust), stone of good luck, ioun stone (protection), arrow catching shield</p><p>Levels 11-16 : deck of many things, cloak of arachnida, scimitar of speed, +3 weapon (Maul), armour of resistance (Psychic) (splint)</p><p>Levels 17-20 : robe of eyes, +2 weapon (shortsword), mace of smiting, ioun stone (sustenance)</p><p></p><p>So this party would not be able to take on a Balor easily until the 11-16 level range where they find their first magic weapons. I rolled these late in the sequence so maybe 15th level or so. The party gets no plussed magic armour at all for their entire career. If somebody wants to wear the magic splint mail they will probably be sacrificing a point of AC.</p><p></p><p>This has reminded me that rolling items can give out some very interesting stuff rather than always giving the player something a bit more combat useful</p></blockquote><p></p>
[QUOTE="Prism, post: 6692264, member: 9501"] I just put together a quick example of permanent magic items found as a party levels up from 1-20 and discovers treasure hoards all rolled as per the DMG. I tend to assign items rather than roll when I DM so thought a comparison of what I give out to what is expected if rolling would be worth doing. I only rolled once so this is very anecdotal. Levels 1-4 : bag of tricks (tan), javelin of lightning Levels 5-10 : gloves of thievery, necklace of adaption, pearl of power, bag of tricks (rust), stone of good luck, ioun stone (protection), arrow catching shield Levels 11-16 : deck of many things, cloak of arachnida, scimitar of speed, +3 weapon (Maul), armour of resistance (Psychic) (splint) Levels 17-20 : robe of eyes, +2 weapon (shortsword), mace of smiting, ioun stone (sustenance) So this party would not be able to take on a Balor easily until the 11-16 level range where they find their first magic weapons. I rolled these late in the sequence so maybe 15th level or so. The party gets no plussed magic armour at all for their entire career. If somebody wants to wear the magic splint mail they will probably be sacrificing a point of AC. This has reminded me that rolling items can give out some very interesting stuff rather than always giving the player something a bit more combat useful [/QUOTE]
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