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Help with handing out magic items
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<blockquote data-quote="Blue" data-source="post: 7464496" data-attributes="member: 20564"><p>Your proposal is much more generous then expected items in both power of items and also allowing choice. As such items will have a bigger impact then expected and characters will be a lot more powerful. (Which also leads to defeating more powerful foes and gaining more XP so advancing faster, etc.)</p><p></p><p>Here's how I would modify it to bring it in line with expectations.</p><p></p><p>First, here's a mathematical breakdown of the treasure tables over the course of levels 1-20:</p><p><a href="http://www.enworld.org/forum/showthread.php?395770-Analysis-of-quot-Typical-quot-Magic-Item-Distribution" target="_blank">http://www.enworld.org/forum/showthread.php?395770-Analysis-of-quot-Typical-quot-Magic-Item-Distribution</a></p><p></p><p>It then takes that and tries to do an even distribution for each PC:</p><p></p><p>1 common consumable every level from 1 to 5.</p><p>1 uncommon consumable every level from 6 to 10.</p><p>1 rare consumable every level from 11 to 15.</p><p>1 very rare consumable every level from 16 to 19.</p><p>1 legendary consumable at level 20.</p><p>1 uncommon permanent item at level 4, and another at level 7.</p><p>1 rare permanent item at level 10 and another at level 13.</p><p>1 very rare permanent item at level 16.</p><p>1 legendary permanent item at level 19.</p><p></p><p>Your proposed system is a lot more generous than this, especially in giving out more powerful items faster.</p><p></p><p>Second, unlike 4e and to a lesser degree 3.x, 5e doesn't have magic items as a "stealth" part of character advancement and leveling math. So it doesn't expect PCs to have the "most efficient" items, or everyone have +X where needed, etc. Allowing player to pick will end up with combos that are force multipliers even with disabling +3 armor/+3 shield type of combos. Adn to fill in specific weaknesses or amplify specific strengths ("oh, I have -5/+10, let me make sure I have a highest plus weapon to offset the to-hit").</p><p></p><p>I wouldn't allow them to pick personally, but if you want to do that I'd go with delaying the mathematical distribution by 2-3 levels, though with putting legendary at 20 instead of moving it off the table.</p></blockquote><p></p>
[QUOTE="Blue, post: 7464496, member: 20564"] Your proposal is much more generous then expected items in both power of items and also allowing choice. As such items will have a bigger impact then expected and characters will be a lot more powerful. (Which also leads to defeating more powerful foes and gaining more XP so advancing faster, etc.) Here's how I would modify it to bring it in line with expectations. First, here's a mathematical breakdown of the treasure tables over the course of levels 1-20: [url]http://www.enworld.org/forum/showthread.php?395770-Analysis-of-quot-Typical-quot-Magic-Item-Distribution[/url] It then takes that and tries to do an even distribution for each PC: 1 common consumable every level from 1 to 5. 1 uncommon consumable every level from 6 to 10. 1 rare consumable every level from 11 to 15. 1 very rare consumable every level from 16 to 19. 1 legendary consumable at level 20. 1 uncommon permanent item at level 4, and another at level 7. 1 rare permanent item at level 10 and another at level 13. 1 very rare permanent item at level 16. 1 legendary permanent item at level 19. Your proposed system is a lot more generous than this, especially in giving out more powerful items faster. Second, unlike 4e and to a lesser degree 3.x, 5e doesn't have magic items as a "stealth" part of character advancement and leveling math. So it doesn't expect PCs to have the "most efficient" items, or everyone have +X where needed, etc. Allowing player to pick will end up with combos that are force multipliers even with disabling +3 armor/+3 shield type of combos. Adn to fill in specific weaknesses or amplify specific strengths ("oh, I have -5/+10, let me make sure I have a highest plus weapon to offset the to-hit"). I wouldn't allow them to pick personally, but if you want to do that I'd go with delaying the mathematical distribution by 2-3 levels, though with putting legendary at 20 instead of moving it off the table. [/QUOTE]
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