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General Tabletop Discussion
*Dungeons & Dragons
DMG 5.5 - the return of bespoke magical items?
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<blockquote data-quote="EzekielRaiden" data-source="post: 9497726" data-attributes="member: 6790260"><p>Personally, I'd recommend going for Cleric-<em>adjacent</em> items, rather than "this is specifically and only for a Cleric and is thus totally useless to the PCs." So, maybe while delving in a particular dungeon, amongst other loot, they find a mundane holy symbol of Fnordia (perfectly ordinary, sell it or gift it to your local Fnordian church), a +1 mace that deals 1d4 radiant damage to undead, and some nice medium armor that adds your Wisdom modifier to any rolled healing you do or receive (note, "rolled", so no <em>goodberry</em> shenanigans). The first isn't useful, but it can be thematic and has non-pecuniary value in the right campaign. The second is generally nice, especially if there are a lot of undead in the adventure (as was the case in LMoP, for instance). The third is just nice in general, and might even be worthwhile for a character that would otherwise wear heavy armor: a Fighter with decent Dex and Wis might find that pretty tempting since it would work with Second Wind, a combat-leaning Bard (e.g. Swords or Valor) would appreciate it, a Druid could still get some mileage out of it, etc. It would be best for a Cleric, certainly, but it's not exclusively for Clerics.</p><p></p><p>It's perfectly possible to balance the desire for thematic items that fortify worldbuilding ideas <em>and</em> the desire to avoid pointless "vendor trash" items. This sort of thing is so easily resolved, I don't even really see it as an actual point of conflict between "it's a game, make it fun, avoid the boring" approaches (what might be called "gamist") and "it's a world, make it grounded, avoid the contradictory" (what might be called "simulationist").</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9497726, member: 6790260"] Personally, I'd recommend going for Cleric-[I]adjacent[/I] items, rather than "this is specifically and only for a Cleric and is thus totally useless to the PCs." So, maybe while delving in a particular dungeon, amongst other loot, they find a mundane holy symbol of Fnordia (perfectly ordinary, sell it or gift it to your local Fnordian church), a +1 mace that deals 1d4 radiant damage to undead, and some nice medium armor that adds your Wisdom modifier to any rolled healing you do or receive (note, "rolled", so no [I]goodberry[/I] shenanigans). The first isn't useful, but it can be thematic and has non-pecuniary value in the right campaign. The second is generally nice, especially if there are a lot of undead in the adventure (as was the case in LMoP, for instance). The third is just nice in general, and might even be worthwhile for a character that would otherwise wear heavy armor: a Fighter with decent Dex and Wis might find that pretty tempting since it would work with Second Wind, a combat-leaning Bard (e.g. Swords or Valor) would appreciate it, a Druid could still get some mileage out of it, etc. It would be best for a Cleric, certainly, but it's not exclusively for Clerics. It's perfectly possible to balance the desire for thematic items that fortify worldbuilding ideas [I]and[/I] the desire to avoid pointless "vendor trash" items. This sort of thing is so easily resolved, I don't even really see it as an actual point of conflict between "it's a game, make it fun, avoid the boring" approaches (what might be called "gamist") and "it's a world, make it grounded, avoid the contradictory" (what might be called "simulationist"). [/QUOTE]
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