I just made a mistake – giving away powerful items
It was part of a campaign I recently decided not to continue, where all the PC’s would eventually find some very powerful equipment in an old elven armory which would motivate further adventures – you know, others want it, contingencies and geas spells on the armor that would lead to many cooky adventures in the future - but I’ve decided not to go that way after all. Not a problem right?
Well the thing is this, I already gave a very powerful sword to one of the PC’s because he would not have been able to use any of the major equipment they were going to find later on – an alignment problem – so that he wouldn’t feel underpowered. But now that the other PC’s aren’t going to be getting that equipment after all, he is way to strong with this item to be allowed to continue peacefully.
So what I’m asking is this; how would you get the item away from him without making the players feel like I was just compensating for something or that I had made a mistake – which I have, but they don’t need to know about that. I’m thinking I might have Duke Ijustkilledyourmother stop by and steal it from them, that way they have another reason to hate and fear my main evil NPC until they get tougher and kill him, or I could just go the way of Ethereal Filcher in the middle of the night, or something else entirely, but I wouldn’t feel right if it was something silly, like if Harpies ambushed the PC while he was by himself one day or when he was on the toilet.
The PC’s are level 4 and the sword is +3, holy, mercurial longs word, with which the Ranger who owns the sword has killed everything they faced single handedly. So the PC’s aren’t all powerful, but the game isn’t balanced anymore.
How do you deal with the problem of PC’s with magic junk that is simply way to good for them?
It was part of a campaign I recently decided not to continue, where all the PC’s would eventually find some very powerful equipment in an old elven armory which would motivate further adventures – you know, others want it, contingencies and geas spells on the armor that would lead to many cooky adventures in the future - but I’ve decided not to go that way after all. Not a problem right?
Well the thing is this, I already gave a very powerful sword to one of the PC’s because he would not have been able to use any of the major equipment they were going to find later on – an alignment problem – so that he wouldn’t feel underpowered. But now that the other PC’s aren’t going to be getting that equipment after all, he is way to strong with this item to be allowed to continue peacefully.
So what I’m asking is this; how would you get the item away from him without making the players feel like I was just compensating for something or that I had made a mistake – which I have, but they don’t need to know about that. I’m thinking I might have Duke Ijustkilledyourmother stop by and steal it from them, that way they have another reason to hate and fear my main evil NPC until they get tougher and kill him, or I could just go the way of Ethereal Filcher in the middle of the night, or something else entirely, but I wouldn’t feel right if it was something silly, like if Harpies ambushed the PC while he was by himself one day or when he was on the toilet.
The PC’s are level 4 and the sword is +3, holy, mercurial longs word, with which the Ranger who owns the sword has killed everything they faced single handedly. So the PC’s aren’t all powerful, but the game isn’t balanced anymore.
How do you deal with the problem of PC’s with magic junk that is simply way to good for them?