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How do you handle magic item churn in 5E?
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<blockquote data-quote="werecorpse" data-source="post: 7948234" data-attributes="member: 55491"><p>My main homebrew difference is to run games where level up is much slower than 5e rules. I dislike the 5e attunement limit (although I like the requirement to attune to an item to use it as a minor limitation) and prefer the 3e slot limit factor.</p><p>1. I find the decision as to which items require attunement and which don’t inexplicable making the intent of it being a limiting event not only non functional but irrational. Compare zero attunement Andre with +3 plate mail, +3 sword, a cape of the mountebank, goggles of darkvision and a wand of magic missiles to maxed out attunement Byron with his Boots of levitation, ring of jumping and sword of life stealing.</p><p>2. I want players to enjoy getting magic treasure. When I played in a normal Xp progress (though admittedly high magic item game) we found that once we got to 12th level we started to quite frequently find a fun cool attunable magic item that just didn’t quite make the grade so we either just carried it around waiting for a good reason to use it (rarely ever happened - my cleric carried around a ring of invisibility for 3 levels before the campaign ended. Never used it) or just sold it for a second cape of the mountebank or wand of magic missiles (items that don’t require attunement and thus are much more desirable at high level). I accept that the Christmas tree affect of earlier editions can make getting magic items a bit mundane, but getting items that should be fun but you can’t activate is imo worse.</p><p></p><p>So in answer to the question </p><p>1. I have made consumables better (a normal potion has a random number of sips in it - each time you sip from it you roll a d4 if you roll a 1 it was the last use otherwise there is a little bit left; if it’s a d6 potion when you roll a 1 it gets converted to a d4 from now on, Scrolls the same - the words fade but don’t always disappear- and most wands/staves etc though they can go up to d12.).</p><p>2. I use 3e slots as a limiter rather than attunement </p><p>3 I give out a lot more consumables (ie a Cape of the mountebank charged with a d4 like a potion)</p><p>4 I have a small amount of magic item trade </p><p>5 I tend to play with large groups (6-8 PCs) so items filter about the group </p><p>6 I’m a bit stingy as a dm when it comes to loot</p><p>7 I give out items with properties that grow with the character or are based on the characters power (ie cymbals that when clashed cast Thunderwave at a spell level equal to the proficiency bonus of the character using it)</p></blockquote><p></p>
[QUOTE="werecorpse, post: 7948234, member: 55491"] My main homebrew difference is to run games where level up is much slower than 5e rules. I dislike the 5e attunement limit (although I like the requirement to attune to an item to use it as a minor limitation) and prefer the 3e slot limit factor. 1. I find the decision as to which items require attunement and which don’t inexplicable making the intent of it being a limiting event not only non functional but irrational. Compare zero attunement Andre with +3 plate mail, +3 sword, a cape of the mountebank, goggles of darkvision and a wand of magic missiles to maxed out attunement Byron with his Boots of levitation, ring of jumping and sword of life stealing. 2. I want players to enjoy getting magic treasure. When I played in a normal Xp progress (though admittedly high magic item game) we found that once we got to 12th level we started to quite frequently find a fun cool attunable magic item that just didn’t quite make the grade so we either just carried it around waiting for a good reason to use it (rarely ever happened - my cleric carried around a ring of invisibility for 3 levels before the campaign ended. Never used it) or just sold it for a second cape of the mountebank or wand of magic missiles (items that don’t require attunement and thus are much more desirable at high level). I accept that the Christmas tree affect of earlier editions can make getting magic items a bit mundane, but getting items that should be fun but you can’t activate is imo worse. So in answer to the question 1. I have made consumables better (a normal potion has a random number of sips in it - each time you sip from it you roll a d4 if you roll a 1 it was the last use otherwise there is a little bit left; if it’s a d6 potion when you roll a 1 it gets converted to a d4 from now on, Scrolls the same - the words fade but don’t always disappear- and most wands/staves etc though they can go up to d12.). 2. I use 3e slots as a limiter rather than attunement 3 I give out a lot more consumables (ie a Cape of the mountebank charged with a d4 like a potion) 4 I have a small amount of magic item trade 5 I tend to play with large groups (6-8 PCs) so items filter about the group 6 I’m a bit stingy as a dm when it comes to loot 7 I give out items with properties that grow with the character or are based on the characters power (ie cymbals that when clashed cast Thunderwave at a spell level equal to the proficiency bonus of the character using it) [/QUOTE]
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