First time DM has some questions

jontherev

First Post
Hey, thanks for playing.:D Well, I've played Dnd off and on for about 21 years, but I've never really been a DM...until now! I'm starting things off with a bang, wiping out the village (sorry Thunderstone) and putting my players on the run from a dracolich at 1st level. Don't worry, it's a long time coming before they actually meet face to face. Anyway, I love making magic items, so I decided to give everyone some REALLY nice intelligent items at 1st level to kick things off (part of the story...they are the prophecy to kill this dragon, and the Gods made the items, blah blah blah).

Has anyone ever done this at 1st level, and if so, did this blow the whole CR/EL system out of whack? These items are intelligent, but I didn't make them as per the DMG...basically they just speak common and telepathically, and everything else, I just made up (i didn't roll on the charts at all, or even use them). I'll give you an idea of the power level I'm talking about: the cleric's going to get a suit of chainmail that is an alloy of mithril and adamantine that gets both benefits. It's +1, gives 2d6 holy damage to any evil creatures who attempt to grapple wearer, and the item casts wish to boost his wisdom up 1 upon first donning the armor. (his stat rolls sucked big time, so I wanted to help a bit). In addition, all of these items can be improved in one way (in this case, the armor bonus) as if he had all the prerequisites...he just pays the proper gold and exp (which I will determine those values later). If they want to add a different power to the item, they have to have an ego battle, which they WILL lose. The point is that I wanted to give them all cool special items that they will keep for their entire lives and that would grow in power with them.

Is this crazy? I hope not. I plan on being a little stingy with magic for a bit to get a feel for these items' power. You might need info on all of the items to really tell me how crazy I am, but this will do for now.

It's a party of 5 characters. I thought about giving out like 90% of the normal experience since they are more powerful than the average joe. Any suggestions from you experienced DM types would be helpful.

This sword is just nasty, but I don't think it's a game killer...Morpheus...a +1 platinum/adamantine longsword that can be wielded in one hand normally by a medium-sized creature. It does 2d6 damage and gives the wielder use of the Blindfight feat. Also, the sword can morph into any metallic melee weapon (standard action). However, it likes the longsword form the most, so it won't allow you to walk around with him as a pair of gauntlets and switch when combat starts.:D

I know these are REALLY sweet, but are they TOO sweet? Will it just give me headaches down the road? Should I really skimp on magic and/or gold to offset this? Thanks.
 

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And NO, Morpheus will NOT morph into a greatsword that can be used in one hand.:D It's fun being DM. I can say NO...because I said so!!!
 

Ask the players.
If they want to do this sort of campaign, then what you are doing is fine.
Yes, these intelligent magic items are way over powered for first level.
If I was bandit/brigand/noble/gnoll and heard about them, I'd bring about a force, slay the party and grab the stuff.
But...
They're campaign plot devices, so it could be OK if you're careful.

A possibly much better idea is have them earn this stuff.
The armor is in a dungeon and the party has to go after it, which leads to the sword, held in a temple, but before the party gets it, they must do this other thing for the temple, etc, etc.
That way they 'earn' the item, and it stays in your campaign.

More later,

Vahktang
 

Vahktang said:
Ask the players.
If they want to do this sort of campaign, then what you are doing is fine.
Yes, these intelligent magic items are way over powered for first level.
If I was bandit/brigand/noble/gnoll and heard about them, I'd bring about a force, slay the party and grab the stuff.
But...
They're campaign plot devices, so it could be OK if you're careful.

A possibly much better idea is have them earn this stuff.
The armor is in a dungeon and the party has to go after it, which leads to the sword, held in a temple, but before the party gets it, they must do this other thing for the temple, etc, etc.
That way they 'earn' the item, and it stays in your campaign.

More later,

Vahktang
The players are dying to start the campaign, especially after I told them I was giving them artifacts. Good idea on earning them...however, the game starts tonight, and I've already written up the first dungeon. Maybe I'll make the powers manifest themselves slowly over time. Or maybe I'll make them LOSE their item/s, and have to find it later? In any case, they are a vital part of the storyline from the beginning. I'll get a good feel for things after tonight. If they mop up my dungeon, I'll re-evaluate things then. I think I should be able to adapt things to make it a challenge for them without taking the items away, but then again, this IS my first time dm'ing.:D
 

jontherev said:
Or maybe I'll make them LOSE their item/s, and have to find it later?

My advice is to avoid this; players typically get REALLY dispirited if there is an obvious example of railroading like this; it comes off as their having no say or real place in the events, as any pet can have its toys freely given and taken at whim. If you know your group, and they wouldn't get upset at this, then go for it, but otherwise I suggest against this.

...I think I should be able to adapt things to make it a challenge for them without taking the items away, but then again, this IS my first time dm'ing.:D

The most important thing to remember is to entertain the players, whether it be through a challenge or through a really good story. Be sure that the events and challenges you place are indeed interesting and engaging, and not just a slideshow in which they find themselves captive. We ALL know how much we hate looking at other people's vacation photos... :)

Good luck, and enjoy! Just remember those things that have stood out in your mind from really good DM's you've seen, and work towards that, while finding your own style.
 



A different way to make these items "grow" with the wearer is to link the power level of the directly to the level of the wearer/bearer of the item. You can say that the power grows because it resonates with an individuals power, or maybe that the items (intelligent, tight?) decide that only tested heroes can weild their true powers, and they gradully reveal more and more of their power as the PCs gain level.

'Course you could always link their power growth to certain in game events (which you control). In every case, the powers would already be mapped out by the DM and the players wouldn't know what comes next. In all cases, no XP would be needed to improve them, as you've already implied you'd not be giving out too many magic items other than these big ones.

If you go this route, strip all the extra non-material based powers away from the items and gradually reintroduce them. I think you will find that your players 1) enjoy the gradual "leveling up" of their items and 2) won't feel overwhelmed by the huge amount of magic they get at the beginning.

Hope that helps!
 

Couple of points

1. Yes, these items are way overpowered for 1st level. That doesn't mean you cant use them but you do have to decide why the evil 4th level party doesn't just spank your PCs even with their neato gear and just take the artifacts. The PCs may want to think about how they want to keep this stuff a secret.
Let's use an example. In LOTR Frodo's main problem in being a ringbearer (besides the whole soul-crushing deal) was that he didn't have what it took to keep the ring away from the sorts of folks who wanted it. Galadrial didn't have the same problems protecting her ring because she had some major mojo even without it.

2. Even though they are overpowered, what do you do when the party levels up and a +1 sword with some special abilites starts to pale in compaison to the +2 flamining holysword they pry out of the hands of a dead paladin at 11th level? Do you plan on ending the game before that comes up or do you have something else in mind?

3. Prophesy is a really dicy thing to pull off in a game. If you mention a character by name or type, what happens when he fails a save and dies at third level and the player makes another character? What if the players decide they don't want to live up to the prophesy and just start haining around the badlands jumping orcs for their gold? Does the prophesy take all the decision making out of the game because the players know you are going to lead them by the nose anyway or to you let them wander off away from your plotline?
I'm not saying you shouldn't do it, just remember that this has to seem really cool to them 5 or 15 sessions in and can't just come off as a neat idea you had that they have to live with. Remember that you have to fill in all the adventures between when their villiage dies and when they get their showdown with the dracolitch. If they hear about this propehsy they are 10 levels away from the whole time they are not going to be excited when it come to pass.

4) Why destroy their villiage right away? When they can't stop it and don't know any of the NPCs? When you wipe out everything they know and love how do you plan to motivate them to do anything after that?
 

Henry said:
My advice is to avoid this; players typically get REALLY dispirited if there is an obvious example of railroading like this; it comes off as their having no say or real place in the events, as any pet can have its toys freely given and taken at whim. If you know your group, and they wouldn't get upset at this, then go for it, but otherwise I suggest against this.

The most important thing to remember is to entertain the players, whether it be through a challenge or through a really good story. Be sure that the events and challenges you place are indeed interesting and engaging, and not just a slideshow in which they find themselves captive. We ALL know how much we hate looking at other people's vacation photos... :)

Good luck, and enjoy! Just remember those things that have stood out in your mind from really good DM's you've seen, and work towards that, while finding your own style.

I agree. If i did take them away, which i most likely won't, they'd get them back soon enough. They might gripe, but not for long. My goal is to have fun myself and for the group...I have no interest in "beating" the players or being a mean dm. I am realizing the amount of time it takes to put together a good adventure. Ouch. I'm sure it gets a bit easier with time...I hope?
 

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