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How do you handle magic item churn in 5E?
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<blockquote data-quote="tetrasodium" data-source="post: 7948259" data-attributes="member: 93670"><p>[USER=6748898]@ad_hoc[/USER] my players just got level 8 after about 12 months of play in weekly 3-4 hour games -holidays* & I believe their total pile if combined is something like</p><ul> <li data-xf-list-type="ul">a sunblade that is +1 rather than +2</li> <li data-xf-list-type="ul">a +1 dagger</li> <li data-xf-list-type="ul">a longsword made of an alloy that contains fernian shards that deals 4d4 fire damage (no slash, no plus). It's sheath reduces fire damage recieved by 1d4 & grants heat metal immune</li> <li data-xf-list-type="ul">a longsword made of a mabaran shard containing alloy that does 4d4 necrotic damage. It's sheath reduces necrotic damage by 1d4 & grants immune to a necrotic version of heat metal if it ever exists.</li> <li data-xf-list-type="ul">a +1 wand of the war mage</li> <li data-xf-list-type="ul">two different 2 handed focus item that raises range of attack roll cantrips/spells by 50% & one adds +1 dmage to fire spells, the other +1 damage to cold spells (they might have a third poison/acid one, but never use)</li> <li data-xf-list-type="ul">a set of glamoured plate armor</li> <li data-xf-list-type="ul">a shield that grants the third benefit of shield master (dex save for half becomes for none)</li> <li data-xf-list-type="ul">an orb that allows the user to cast chilltouch as a wizard, cleric, or sorcerer (not ever used)</li> <li data-xf-list-type="ul">2 maybe 3 +1 weapons</li> <li data-xf-list-type="ul">a few potions of cure wounds that work like werecorpse describes, I've considered giving out charged wands like that but never have.</li> <li data-xf-list-type="ul">a quiver of monstrousity slaying arrows with a d6 of ammo like those potions</li> <li data-xf-list-type="ul">A repeating self loading heavy crossbow that conjures nonmagical bolts & can be used with extra attack</li> <li data-xf-list-type="ul">a few 1 charge trinkets & maybe 1 or two wands with a few charges</li> <li data-xf-list-type="ul">a wide assortment of mostly fluff things like a fire starting orb with functionality similar to a grill lighter</li> <li data-xf-list-type="ul"><br /> </li> <li data-xf-list-type="ul">1-2 stat boosting items that work based on what the base ability score is. If base ability is 3-8 then+3, 10-16 then+2, 17+ then +1, I'll probably change ASI's to work like that next campaign coupled with a much lower stat array</li> <li data-xf-list-type="ul">think that's it</li> </ul><p></p><p>the "I already got that" & "I don't need that maybe we can sell it" is a big frustration to giving out what I figured would be a cool but wound up being useless or not good enough to dethrone any of the party's 3 precious items caused by 5e's attunement slots in a longer game. You are also right about the seemingly arbitrary aplication of attune requirements.</p><p></p><p>* I know this because it was shortly after moregraves misc was released</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 7948259, member: 93670"] [USER=6748898]@ad_hoc[/USER] my players just got level 8 after about 12 months of play in weekly 3-4 hour games -holidays* & I believe their total pile if combined is something like [LIST] [*]a sunblade that is +1 rather than +2 [*]a +1 dagger [*]a longsword made of an alloy that contains fernian shards that deals 4d4 fire damage (no slash, no plus). It's sheath reduces fire damage recieved by 1d4 & grants heat metal immune [*]a longsword made of a mabaran shard containing alloy that does 4d4 necrotic damage. It's sheath reduces necrotic damage by 1d4 & grants immune to a necrotic version of heat metal if it ever exists. [*]a +1 wand of the war mage [*]two different 2 handed focus item that raises range of attack roll cantrips/spells by 50% & one adds +1 dmage to fire spells, the other +1 damage to cold spells (they might have a third poison/acid one, but never use) [*]a set of glamoured plate armor [*]a shield that grants the third benefit of shield master (dex save for half becomes for none) [*]an orb that allows the user to cast chilltouch as a wizard, cleric, or sorcerer (not ever used) [*]2 maybe 3 +1 weapons [*]a few potions of cure wounds that work like werecorpse describes, I've considered giving out charged wands like that but never have. [*]a quiver of monstrousity slaying arrows with a d6 of ammo like those potions [*]A repeating self loading heavy crossbow that conjures nonmagical bolts & can be used with extra attack [*]a few 1 charge trinkets & maybe 1 or two wands with a few charges [*]a wide assortment of mostly fluff things like a fire starting orb with functionality similar to a grill lighter [*] [*]1-2 stat boosting items that work based on what the base ability score is. If base ability is 3-8 then+3, 10-16 then+2, 17+ then +1, I'll probably change ASI's to work like that next campaign coupled with a much lower stat array [*]think that's it [/LIST] the "I already got that" & "I don't need that maybe we can sell it" is a big frustration to giving out what I figured would be a cool but wound up being useless or not good enough to dethrone any of the party's 3 precious items caused by 5e's attunement slots in a longer game. You are also right about the seemingly arbitrary aplication of attune requirements. * I know this because it was shortly after moregraves misc was released [/QUOTE]
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