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How often should a party be rewarded?
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<blockquote data-quote="dmnqwk" data-source="post: 6771725" data-attributes="member: 6804204"><p>Somewhere between never and all the time is absolutely fine. </p><p></p><p>Since the items have been moved away from simple combat modifiers to a more diverse range including magical weapons with non-standard benefits (such as a Magical Quarterstaff that provides no inherent combat bonuses but offers the wielder the ability to ignore difficult terrain while travelling can still damage any creature who requires a magical weapon) or the regular support items (like cloaks of elvenkind) to DM-created magical items (such as a broach of elocution that gives advantage on persuasion checks and allows the wearer to cast the Tongues spell 1/day).</p><p></p><p>For level 7 it's also worth considering granting non-magical benefits to some players, such as a finely-crafted longsword that deals 1d10 (2d6 versatile) due to the quality of the process, or allowing them to obtain Full Plate Armor, or a Tower Shield that maybe lets the wielder plant it for 3/4 cover from missile attacks.</p><p></p><p>Ultimately there is no right or wrong answer and if you, like me, enjoy giving magical items because you love receiving magical items don't be afraid to offer them as freely as you feel comfortable wont ruin game balance, especially if you make full use of customization so they have a choice.</p></blockquote><p></p>
[QUOTE="dmnqwk, post: 6771725, member: 6804204"] Somewhere between never and all the time is absolutely fine. Since the items have been moved away from simple combat modifiers to a more diverse range including magical weapons with non-standard benefits (such as a Magical Quarterstaff that provides no inherent combat bonuses but offers the wielder the ability to ignore difficult terrain while travelling can still damage any creature who requires a magical weapon) or the regular support items (like cloaks of elvenkind) to DM-created magical items (such as a broach of elocution that gives advantage on persuasion checks and allows the wearer to cast the Tongues spell 1/day). For level 7 it's also worth considering granting non-magical benefits to some players, such as a finely-crafted longsword that deals 1d10 (2d6 versatile) due to the quality of the process, or allowing them to obtain Full Plate Armor, or a Tower Shield that maybe lets the wielder plant it for 3/4 cover from missile attacks. Ultimately there is no right or wrong answer and if you, like me, enjoy giving magical items because you love receiving magical items don't be afraid to offer them as freely as you feel comfortable wont ruin game balance, especially if you make full use of customization so they have a choice. [/QUOTE]
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