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Frustrated with 5E magic items
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<blockquote data-quote="S'mon" data-source="post: 8011200" data-attributes="member: 463"><p>My 5e Red Hand of Doom campaign page - <a href="https://frredhandofdoom.blogspot.com/2019/05/" target="_blank">FR - Red Hand of Doom</a></p><p></p><p>Item purchase rules:</p><p><em>PCs begin at 5th level, and may progress to around level 10 during the campaign. Use the standard 5e D&D rules point buy or default array, 15 14 13 12 10 8 in any order. WoTC level 5 pregenerated PCs are available for use.</em></p><p><em>Sources: PHB and XGTE are permitted.</em></p><p><em>Gear: Newly created characters begin with normal PHB starting equipment plus 500gp plus 1d10x25gp (or +125gp), and may spend starting cash on items from this list:</em></p><p><em></em></p><p><em>Common items</em></p><p><em>Cloak of Billowing: 200gp</em></p><p><em>Moon-touched Blade (magic +0 weapon, sheds light on command): 200gp</em></p><p><em>Perfume of Bewitchment (gives advantage on Persuasion checks for 1 hour): 50gp/dose</em></p><p><em>Potion of Climbing 50gp/potion</em></p><p><em>Potion of Healing 50gp/potion</em></p><p><em>Spell Scroll, 3 cantrips: 50gp</em></p><p><em>Spell Scroll, 1 1st level spell: 50gp</em></p><p><em>Uncommon items</em></p><p><em>+1 weapon (any) - 500gp</em></p><p><em>+1 shield - 500gp</em></p><p><em>+1 wand of the war mage - 500gp</em></p><p><em>Potion of Greater Healing (4d4+4 hp) - 125gp</em></p><p><em>Potion of hill giant strength (STR 21) - 125gp</em></p><p><em>Potion of water breathing - 125gp</em></p><p><em></em></p><p><em>PCs with the Noble background may begin with standard full plate armour in addition to the above.</em></p><p></p><p>Basically, for 5e I give the players a curated list of purchasable items; other stuff needs to be found in play. With Red Hand of Doom I curated the monster gear somewhat, knocking off a lot of the 'buff' potions especially, but I kept stuff like the +1 shortswords used by the Hobgoblin Bladebearers - they don't unbalance the game and they give a strong sign <em>these guys are serious</em>.</p><p></p><p>Teyani Sura became a major NPC IMC before she fell at the Battle of Brindol. Her stat block:</p><p></p><p>T<em>eyani Sura, a Lion of Brindol - fell at Brindol</em></p><p><em>Ftr-5/Bbn-1 AC 17 (half plate) HP 53 ST 16 (+3) DE 14 (+2) CO 14 (+2) IN 8 (-1) WI 12 (+1) CH 10 (+0)</em></p><p><em>Saves STR +6 CON +5</em></p><p><em>skills: Athletics, Insight, Intimidate, Perception, Survival</em></p><p><em>Feats: Sharpshooter, Greatweapon Master</em></p><p><em>Fighting Style: archery</em></p><p><em>Second Wind (d10+5) 1/SR</em></p><p><em>Action Surge 1/SR</em></p><p><em>Champion - critical hit 19-20</em></p><p><em>Extra Attack</em></p><p><em>Unarmoured Defence (AC 14)</em></p><p><em>Rage 2/Long Rest - +2 melee damage & resistance to B/P/S; advantage on STR saves & checks</em></p><p><em><strong>+1 Great Axe</strong> Att +7 dam 1d12+4 (Rage 1d12+6); Greatweapon Attack +2 dam 1d12+14 (rage 1d12+16)</em></p><p><em>critical hit 19-20. Bonus action attack on crit or kill</em></p><p><em>Longbow Att +7 dam 1d8+2; Sharpshooter Attack +2 dam 1d8+12</em></p><p></p><p>NPC Item '+' conversion.</p><p>3e +1 > 5e +1</p><p>3e +2 & +3 > 5e +2</p><p>3e +4 +5 > 5e +3.</p><p></p><p>I don't care if the PCs do acquire more cash than they can spend within the limited time frame of RHoD, but I've not seen that being an issue. PCs die, stuff gets lost, stuff gets forgotten about, gets wasted. I'm more likely to have the good guys handing out free healing potions & such to the Defenders of Brindol anyway. The adventure itself says that it assumes most gear will come from fallen enemies, not from crafting & purchase.</p><p></p><p>Remember that 5e PCs don't actually need magic gear to function, except perhaps some magic weapons at higher level.</p></blockquote><p></p>
[QUOTE="S'mon, post: 8011200, member: 463"] My 5e Red Hand of Doom campaign page - [URL='https://frredhandofdoom.blogspot.com/2019/05/']FR - Red Hand of Doom[/URL] Item purchase rules: [I]PCs begin at 5th level, and may progress to around level 10 during the campaign. Use the standard 5e D&D rules point buy or default array, 15 14 13 12 10 8 in any order. WoTC level 5 pregenerated PCs are available for use. Sources: PHB and XGTE are permitted. Gear: Newly created characters begin with normal PHB starting equipment plus 500gp plus 1d10x25gp (or +125gp), and may spend starting cash on items from this list: Common items Cloak of Billowing: 200gp Moon-touched Blade (magic +0 weapon, sheds light on command): 200gp Perfume of Bewitchment (gives advantage on Persuasion checks for 1 hour): 50gp/dose Potion of Climbing 50gp/potion Potion of Healing 50gp/potion Spell Scroll, 3 cantrips: 50gp Spell Scroll, 1 1st level spell: 50gp Uncommon items +1 weapon (any) - 500gp +1 shield - 500gp +1 wand of the war mage - 500gp Potion of Greater Healing (4d4+4 hp) - 125gp Potion of hill giant strength (STR 21) - 125gp Potion of water breathing - 125gp PCs with the Noble background may begin with standard full plate armour in addition to the above.[/I] Basically, for 5e I give the players a curated list of purchasable items; other stuff needs to be found in play. With Red Hand of Doom I curated the monster gear somewhat, knocking off a lot of the 'buff' potions especially, but I kept stuff like the +1 shortswords used by the Hobgoblin Bladebearers - they don't unbalance the game and they give a strong sign [I]these guys are serious[/I]. Teyani Sura became a major NPC IMC before she fell at the Battle of Brindol. Her stat block: T[I]eyani Sura, a Lion of Brindol - fell at Brindol Ftr-5/Bbn-1 AC 17 (half plate) HP 53 ST 16 (+3) DE 14 (+2) CO 14 (+2) IN 8 (-1) WI 12 (+1) CH 10 (+0) Saves STR +6 CON +5 skills: Athletics, Insight, Intimidate, Perception, Survival Feats: Sharpshooter, Greatweapon Master Fighting Style: archery Second Wind (d10+5) 1/SR Action Surge 1/SR Champion - critical hit 19-20 Extra Attack Unarmoured Defence (AC 14) Rage 2/Long Rest - +2 melee damage & resistance to B/P/S; advantage on STR saves & checks [B]+1 Great Axe[/B] Att +7 dam 1d12+4 (Rage 1d12+6); Greatweapon Attack +2 dam 1d12+14 (rage 1d12+16) critical hit 19-20. Bonus action attack on crit or kill Longbow Att +7 dam 1d8+2; Sharpshooter Attack +2 dam 1d8+12[/I] NPC Item '+' conversion. 3e +1 > 5e +1 3e +2 & +3 > 5e +2 3e +4 +5 > 5e +3. I don't care if the PCs do acquire more cash than they can spend within the limited time frame of RHoD, but I've not seen that being an issue. PCs die, stuff gets lost, stuff gets forgotten about, gets wasted. I'm more likely to have the good guys handing out free healing potions & such to the Defenders of Brindol anyway. The adventure itself says that it assumes most gear will come from fallen enemies, not from crafting & purchase. Remember that 5e PCs don't actually need magic gear to function, except perhaps some magic weapons at higher level. [/QUOTE]
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