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<blockquote data-quote="JonnyP71" data-source="post: 7343959" data-attributes="member: 6788862"><p>Keys thing to remember in 5E </p><p>- adventurers tend to have very few mechanical needs for monetary treasure</p><p>- magic items are the surefire way to give the PCs a power spike</p><p></p><p>Until you are comfortable with judging how much they actually need, if in doubt always give them *less* than the book recommends for each level, as this will ensure you don't inadvertently mess up the balance. It is absolutely fine for a PC to reach level 5-6 without ever finding anything more powerful than a single use potion or scroll, as, unlike previous versions of the game, the encounter rules do not assume the party have access to magic items! </p><p></p><p>If they absolutely *must* have magic items then think of some flavourful ones, which have very specific uses. At about 6th level, I gave my group's fighter a fine white Longsword that shed light in a 10' radius and did +1d6 radiant damage to undead and fiends. The key element though was that as it was a magical sword, it could do normal damage to creatures immune/resistance to normal weapons. Another character had a shield that could create an immunity to fear aura for 1 minute, once per day, along with a mail shirt that granted resistance to electrical damage. Most importantly, none of these items had any flat +1/+2 bonuses - they were very situational.</p></blockquote><p></p>
[QUOTE="JonnyP71, post: 7343959, member: 6788862"] Keys thing to remember in 5E - adventurers tend to have very few mechanical needs for monetary treasure - magic items are the surefire way to give the PCs a power spike Until you are comfortable with judging how much they actually need, if in doubt always give them *less* than the book recommends for each level, as this will ensure you don't inadvertently mess up the balance. It is absolutely fine for a PC to reach level 5-6 without ever finding anything more powerful than a single use potion or scroll, as, unlike previous versions of the game, the encounter rules do not assume the party have access to magic items! If they absolutely *must* have magic items then think of some flavourful ones, which have very specific uses. At about 6th level, I gave my group's fighter a fine white Longsword that shed light in a 10' radius and did +1d6 radiant damage to undead and fiends. The key element though was that as it was a magical sword, it could do normal damage to creatures immune/resistance to normal weapons. Another character had a shield that could create an immunity to fear aura for 1 minute, once per day, along with a mail shirt that granted resistance to electrical damage. Most importantly, none of these items had any flat +1/+2 bonuses - they were very situational. [/QUOTE]
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