Zardnaar
Legend
I also disagree that certain classes in 5.5e are weak enough to justify needing specific boosts from items. In my experience, player skill has a far more significant impact on effectiveness. And of course, combat effectiveness isn't the only factor for determining character effectiveness (if your campaign is 90% combat, you might disagree). As long as everyone's having fun at the table and isn't feeling shorted on their character's access to the available rewards, then we're good.
I have generally built my homebrew adventures prior to knowing the characters that will be running through them, though occasionally I provide a mechanism for the players to select something suited to their characters (e.g., if you do a mission for the elvish nation, here's a list of ten powerful magic items you can select your reward from). For my first campaign written for the 2024 rules, I've tried to honor the design philosophy cited earlier in the thread by inserting a system of spell rituals that can be used to empower mundane items at certain specific locations in the campaign world (e.g., you can do a ritual at this magic pool and expend x amount of gold to take a normal item to +1, be it a suit of armor, weapon, cloak, etc.). Between that and the very generous 2024 item crafting rules, I think my players will be fine.
Ga.e hits level 11. Someone has a sword and board ranger.
Everyone else is using a +1d4 or d6 weapon and they find a vicious trident (+2d6 damage).
Fighters just got a third attack, Paladins get radiant strikes.







