D&D 5E How Many Magic Items Are You Planning On Handing Out?

A better question might also be what kind of magic items will you give out as your rewards. By the end of 3.5 (and in Pathfinder even now), some of the mechanics conditioned players to not only expect magic items, but also to expect items that exactly fit their desires. With the reduced focus in 5e on magic items, will you be giving players items that fit their concept, or items that are more random or only partial fits? For example, if you have a great weapon focused fighter in your group and you roll up (or the module states) a +2 one-handed sword, are you likely to change it to another weapon that fits the fighter's feats?

Personally, I like the idea that you might have to make do with a less-than-ideal item because of its magic value. Considering that players won't have much of a chance of buying magic (in the base rules), this might mean they never get exactly what they want. But that could be a good hook. One of my best ever adventures as a player was a hunt for a Githyanki to get that vorpal sword that I coveted (and the consequences of that hunt)...

I do this every once in a while.

I won't do a magic whip, for example, since it is such a crappy weapon (rping concept, or no rping concept, nobody in my game would ever want one).

But handing out a unique magic item will force players to at least think about reevaluating their PCs. Do I want to multiclass a level of Ranger, just to get a magical breastplate (or whatever)?
 

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42.

Actually, the characters are up to 2nd or 3rd level now, and have almost none. However, we're just starting an official 'campaign' using these characters and they'll all have some reasonably powerful magical items fairly early.

It's a Forgotten Realms campaign, and mine have always been fairly magic heavy. But these items play to the characters and/or the story. In addition, they can't use all of their powers at this time, and in one case can't use it at all (it's a Moonblade and they are still unable to handle it without taking damage).

I tend to have histories for a lot of items, magical or otherwise, but then there are quite a few 'standard' magic items too. I also plan on using the hp/vitality system that is rumored to be in the DMG and my encounters tend to be tough and often the best course of action is to retreat if not just run away.

None of the characters (there are three players at this point) have any use of magic, although one will soon be multiclassing into a druid. This is because of her love of animals and desire to have a companion. Now that she knows about the shapechanging ability she's even more excited.

On the other hand, I tend to stretch out level advancement, particularly as they get past 5th level. I don't rely on specific rules, but they often need to do a lot of research and training. For example, the one character knows she needs to perform a ritual to bond with the Moonblade, but needs to find out what that ritual is. But she's already used the Moonblade in combat, 'accidentally' dropping it and deceiving their opponent to try to pick it up.

Oh, did I mention that the players are 8, 11, and 12? My past campaigns were adults, many of them long time players, but these three are coming up with many story ideas that are as inventive and interesting as any of my past players.

Randy
 

I like to play by the rules as written so whatever the DMG says to, or is handed out in the published adventures I run.

I always think it is best to play any game by the rules no matter what game it is.
 

I like to play by the rules as written so whatever the DMG says to, or is handed out in the published adventures I run.

I always think it is best to play any game by the rules no matter what game it is.
So if the rules say 'do whatever seem best to you for your campaign?'
 

So if the rules say 'do whatever seem best to you for your campaign?'

I do, as a last resort.

IMHO, DM fiat and having to use rule zero is a bad thing. It is good that it is there, but I use it very sparingly.

A good game runs like a well oiled machine, the DM's job in my opinion is to every now and then come by with the oil can and apply when needed, not rebuild the machine from the ground up.

So for magic items, I will use the random roll tables, parcels, wealth by level, whatever is suggested in the DMG. If they provide multiple published options I will pick the one I like the best.
 

It depends on what the pcs decide to do. If they spend their early levels hunting rats in cellars, they probably won't find any magic items for a while. OTOH, if they go straight into a megadungeon, they are likely to find more/better items.

I'm very sandboxy with my gaming, if you can't tell.
 

I do, as a last resort.

IMHO, DM fiat and having to use rule zero is a bad thing. It is good that it is there, but I use it very sparingly.

A good game runs like a well oiled machine, the DM's job in my opinion is to every now and then come by with the oil can and apply when needed, not rebuild the machine from the ground up.

So for magic items, I will use the random roll tables, parcels, wealth by level, whatever is suggested in the DMG. If they provide multiple published options I will pick the one I like the best.

Good point. We are paying them for a game after all.

(Note that my expectations for the level of rules detail of a game varies based on the game itself, but even a loose game can codify improvisation rather than saying, "these rules don't work as written, so break them when you have to.")

(Also note that I like 5e despite its falling back on the rule zero nonsense that plagues design.)
 

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