I'm sure most of you are familiar with the expression of the "Monty Haul" style game.
(In case you're not, here's a link to an article:
Monty Haul)
Specifically, looking at the 1990 "Campaign Sourcebook and Catacomb Guide" definition: "a 'giveaway' campaign in which the players receive treasure and experience disproportionate to the dangers they overcome."
Is there any "danger" inherent in 5E? In my two groups currently playing 5E, I have the following:
- A 3rd level party that functions around 7th level.
- A 7th level party that functions around 14th level.
Any time I give them XP or treasure, it doesn't feel "earned." More importantly, it doesn't feel "needed."
- Why worry about an extra +1 to hit when you already destroy anything the DM throws at you?
- An extra 6 HP when you don't even drop to half health in a routine combat?
- What incentive could there be for playing smart when every battle can be won with standard operating procedures? (It's not important to exploit a creature's weakness when you're going to be able to kill it with ease anyway.)
When I see questions like this, it often turns out that the problem isn't what the original poster thinks it is. What is a victory for your PCs? What is a loss? I think
those are the questions you need to readdress in order to get the quality of game you seek. It isn't that Monty Haul is a problem - it is that you're not experiencing a broad enough diversity in games.
A lot - almost all it seems - of DMs seem to think every battle needs to be a life and death struggle that the PCs barely win. They think that PCs being effective and having magic items means the game has to be boring. This is a sign that the DM needs to look at those two questions I asked and start coming up with new answers.
Even when survivial of all PCs is a certainty, the DM can challenge the PCs by providing them goals other than survival. Save someone. Stop someone from escaping. Activate the MacGuffin in time. Stop the enemy from activiating the MacGuffin. Solve the puzzle. Figure out the secret information. Figure out why the two sides in the room are fighting and what to do about it. Escape the slowly activating trap/hazzard while enemies (who are also escaping) try to sabotage you.
In the end, your PCs are the heroes of the story. They're supposed to keep like heroes that can do amazing things. It should not be a problem if they're powerful - because we eat up stories about powerful heroes, right? Marvel movies seem to think we do.
All that being said, here are some ideas to make items feel more special (which can contribute to them feeling more appreciated and earned):
1.) Homebrew items. Half of the magic items I hand out do not originate in WotC books. Those homebrew are the most appreciated items, usually, because they're iconic to the PC.
2.) Intelligent items. A little intelligence on an otherwise plain magic item can be very intriguing for players, but only if the DM remembers it is there.
3.) Quest items. The item is broken and needs to be fixed, or to activate it you need to bring it somewhere ... these feel more earned as well.