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Help me Houserule 5e Equipment & Items
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<blockquote data-quote="Zardnaar" data-source="post: 9771231" data-attributes="member: 6716779"><p>Way im doing it is inspiration from Baldurs Gate. Prices are cheaper than 5.5 DMG but I'm not handing out huge amounts of loot. </p><p></p><p> Curated lists of things for sale are your solution along with adding vendors. Finding said vendor also rewards exploration pillar. </p><p> </p><p> Basic items like +1/2/3 items should be available. You can make them a bit cheaper than other items of equal rarity. No -5/+10 feats accuracy boosts are fine now.</p><p></p><p> Some abilities are fine as long as you don't put it on the best weapons. The best weapons are vex, nick and great weapons. A vicious dagger or spear isn't as abusive as say a halberd. 5.0 best weapons were bows, hand crossbows and great weapons. Bows are now similar to sword and board damage wise.</p><p></p><p> +1/+2/3 items for spellcasters are fine. Dont let them stack or let multiples be bought however. 3 +1 boost items might be cheaper than a single +3 for example. </p><p></p><p> 5.5 DMG has guidelines as to when you get stuff. Its mostly fine as long as you are careful on what you place. </p><p></p><p> First rare item can drop by level 4. That's a flametongue, +2 weapo or shield, +1 armor. Tier two each PC probably needs several uncommon, 2 rares and a very rare if you break down the DMG. Put some in that don't require attunement. </p><p></p><p> Weak classes you can give the better items. That rogue thief probably wants a want of magic middle toer 1. Tier two fireball or lightning wand nay be appropriate. </p><p></p><p> Paladins and Fighters can deal absurd damage dual wielding be careful with great weapons. Barbarian with great weapons. Monk weapons also can be absurd espicially with 1 level of fighter or ranger added.</p><p></p><p> That's the big ones. Spell DC items and bonus dice of damage (2d6 or more) are the ones to watch out for with powergamers. </p><p></p><p> Level 10 for so Rangers and rogues might appreciate such weapons however.</p><p></p><p> From BG3 I'm liking these types of weapons at rare late Tier 1 or early tier 2. </p><p></p><p>[URL unfurl="true"]https://bg3.wiki/wiki/Cacophony[/URL]</p><p></p><p>[URL unfurl="true"]https://bg3.wiki/wiki/Gold_Wyrmling_Staff[/URL]</p><p></p><p>[URL unfurl="true"]https://bg3.wiki/wiki/Sword_of_Screams[/URL]</p><p></p><p> Basically +1 weapons with extra d4 damage and a cantrip or level 1 spell attached. Interesting, powerful wont break the game relative to other rare items.</p><p></p><p> Dont put in a vicious halberd, short sword, and great weapons in general. Dagger maybe. Maybe put it in when you place +2 armor late tier 2 early 3 if you do.</p></blockquote><p></p>
[QUOTE="Zardnaar, post: 9771231, member: 6716779"] Way im doing it is inspiration from Baldurs Gate. Prices are cheaper than 5.5 DMG but I'm not handing out huge amounts of loot. Curated lists of things for sale are your solution along with adding vendors. Finding said vendor also rewards exploration pillar. Basic items like +1/2/3 items should be available. You can make them a bit cheaper than other items of equal rarity. No -5/+10 feats accuracy boosts are fine now. Some abilities are fine as long as you don't put it on the best weapons. The best weapons are vex, nick and great weapons. A vicious dagger or spear isn't as abusive as say a halberd. 5.0 best weapons were bows, hand crossbows and great weapons. Bows are now similar to sword and board damage wise. +1/+2/3 items for spellcasters are fine. Dont let them stack or let multiples be bought however. 3 +1 boost items might be cheaper than a single +3 for example. 5.5 DMG has guidelines as to when you get stuff. Its mostly fine as long as you are careful on what you place. First rare item can drop by level 4. That's a flametongue, +2 weapo or shield, +1 armor. Tier two each PC probably needs several uncommon, 2 rares and a very rare if you break down the DMG. Put some in that don't require attunement. Weak classes you can give the better items. That rogue thief probably wants a want of magic middle toer 1. Tier two fireball or lightning wand nay be appropriate. Paladins and Fighters can deal absurd damage dual wielding be careful with great weapons. Barbarian with great weapons. Monk weapons also can be absurd espicially with 1 level of fighter or ranger added. That's the big ones. Spell DC items and bonus dice of damage (2d6 or more) are the ones to watch out for with powergamers. Level 10 for so Rangers and rogues might appreciate such weapons however. From BG3 I'm liking these types of weapons at rare late Tier 1 or early tier 2. [URL unfurl="true"]https://bg3.wiki/wiki/Cacophony[/URL] [URL unfurl="true"]https://bg3.wiki/wiki/Gold_Wyrmling_Staff[/URL] [URL unfurl="true"]https://bg3.wiki/wiki/Sword_of_Screams[/URL] Basically +1 weapons with extra d4 damage and a cantrip or level 1 spell attached. Interesting, powerful wont break the game relative to other rare items. Dont put in a vicious halberd, short sword, and great weapons in general. Dagger maybe. Maybe put it in when you place +2 armor late tier 2 early 3 if you do. [/QUOTE]
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