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*Dungeons & Dragons
How many magic items should a 4th. lvl PC have?
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<blockquote data-quote="Riley37" data-source="post: 6562646" data-attributes="member: 6786839"><p>Back to the question of what makes a D&D game fun for players, and the role of magic items in fun:</p><p></p><p>My 4th level PC has three magic items. None of them is game-breaking or game-changing.</p><p></p><p>One of them is a gift from an Archfey lord. It's an elven cloak, plus a blessing for +1 AC. It's nice, since my PC has expertise in Stealth and already acts as scout. It's more significant, though, as a statement of relationship with that Archfey lord, and if I ever wanted to multi-class as warlock, that lord would become Patron.</p><p></p><p>Another is a dagger of venom. The DM had the certificate because it's a hidden treasure item in HotDQ. The PCs didn't search the right place to find it. Later on, and as pure RP, my PC composed a political satire about the rulers of Phlan, and I wrote out four stanzas of it, and had the PC perform it (while in disguise) at taverns. The DM ruled that the "Welcomers" of Phlan (who are partly a thieves' guild and partly a resistance movement) gave the dagger to the PC as a gesture of goodwill. The PC, in downtime days, then established a message-drop location with them, under the code name Venomfang, and offered to cast Invisibility when a Welcomer is planning to raid the Black Fists.</p><p></p><p>I've only rarely since then had occasion to make a Stealth roll with Advantage from the cloak, and I haven't yet had occasion to activate the venom on the dagger. My PC, however, would not trade either of those items for an Instrument of the Bard, because they're *gifts* and they carry the meaning of the relationship.</p><p></p><p>The third item is a studded leather armor, +1... made from a regular leather armor +1, but studded with bone, because the PC multiclassed as Druid and thus wears armor made entirely with materials from living creatures. (Who would ever bother enchanting plain leather armor to +1, when one can gain the same increase in AC by adding metal rivets?) So, again, it carries a meaning - in this case, the "flavor" of bone reinforcement rather than metal studs - which is particular to the character, and not just a generic boost to stats.</p><p></p><p>Do you catch my drift? Those items increase my enjoyment of D&D as a player, and NOT in their function as a generic boost to stats.</p></blockquote><p></p>
[QUOTE="Riley37, post: 6562646, member: 6786839"] Back to the question of what makes a D&D game fun for players, and the role of magic items in fun: My 4th level PC has three magic items. None of them is game-breaking or game-changing. One of them is a gift from an Archfey lord. It's an elven cloak, plus a blessing for +1 AC. It's nice, since my PC has expertise in Stealth and already acts as scout. It's more significant, though, as a statement of relationship with that Archfey lord, and if I ever wanted to multi-class as warlock, that lord would become Patron. Another is a dagger of venom. The DM had the certificate because it's a hidden treasure item in HotDQ. The PCs didn't search the right place to find it. Later on, and as pure RP, my PC composed a political satire about the rulers of Phlan, and I wrote out four stanzas of it, and had the PC perform it (while in disguise) at taverns. The DM ruled that the "Welcomers" of Phlan (who are partly a thieves' guild and partly a resistance movement) gave the dagger to the PC as a gesture of goodwill. The PC, in downtime days, then established a message-drop location with them, under the code name Venomfang, and offered to cast Invisibility when a Welcomer is planning to raid the Black Fists. I've only rarely since then had occasion to make a Stealth roll with Advantage from the cloak, and I haven't yet had occasion to activate the venom on the dagger. My PC, however, would not trade either of those items for an Instrument of the Bard, because they're *gifts* and they carry the meaning of the relationship. The third item is a studded leather armor, +1... made from a regular leather armor +1, but studded with bone, because the PC multiclassed as Druid and thus wears armor made entirely with materials from living creatures. (Who would ever bother enchanting plain leather armor to +1, when one can gain the same increase in AC by adding metal rivets?) So, again, it carries a meaning - in this case, the "flavor" of bone reinforcement rather than metal studs - which is particular to the character, and not just a generic boost to stats. Do you catch my drift? Those items increase my enjoyment of D&D as a player, and NOT in their function as a generic boost to stats. [/QUOTE]
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How many magic items should a 4th. lvl PC have?
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