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General Tabletop Discussion
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Is This Magic Item Overpowered for 5e?
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<blockquote data-quote="L R Ballard" data-source="post: 7145538" data-attributes="member: 40307"><p>I'm converting one of Ed Greenwood's old adventure modules for Classic Modules Today. I'll keep all the magic items that Greenwood included in the adventure. His adventure shows considerable restraint, limiting the number and power of magic items on even important NPCs.</p><p></p><p><strong>CAUTION:</strong> This next statement is a potential spoiler.</p><p></p><p>Greenwood uses the Knights of Myth Drannor, but their complete stats do not appear in FRE1. Those stats are to be found in <em>Hall of Heroes</em>, which I used to stat out the Knights of Myth Drannor, the Simbul of Aglarond, and, to some extent, Elminster. The <em>Hall of Heroes</em> versions of the presumptive allied NPCS (Who knows? The PCs could side with the Zhentarim.) are comparatively geared up. But those magic armaments reinforce a plot point in FRE1 (FRE1 35), so I decided to let them keep their armaments. </p><p></p><p>I mean, who will dare to fight the Knights of Myth Drannor? It's not likely that the PCs will prevail and have all that magic fall into their hands.</p><p></p><p>I'll keep the rod in there, too. The PCs have a decent chance of prevailing against Fzoul Chembryl--unless they choose to join him--and I like the idea of 5e PCs getting a <em>rod of cancellation</em>, especially in a campaign in which magic is otherwise rare. As a previous poster pointed out, the rod could be used to make magic even rarer!</p></blockquote><p></p>
[QUOTE="L R Ballard, post: 7145538, member: 40307"] I'm converting one of Ed Greenwood's old adventure modules for Classic Modules Today. I'll keep all the magic items that Greenwood included in the adventure. His adventure shows considerable restraint, limiting the number and power of magic items on even important NPCs. [B]CAUTION:[/B] This next statement is a potential spoiler. Greenwood uses the Knights of Myth Drannor, but their complete stats do not appear in FRE1. Those stats are to be found in [I]Hall of Heroes[/I], which I used to stat out the Knights of Myth Drannor, the Simbul of Aglarond, and, to some extent, Elminster. The [I]Hall of Heroes[/I] versions of the presumptive allied NPCS (Who knows? The PCs could side with the Zhentarim.) are comparatively geared up. But those magic armaments reinforce a plot point in FRE1 (FRE1 35), so I decided to let them keep their armaments. I mean, who will dare to fight the Knights of Myth Drannor? It's not likely that the PCs will prevail and have all that magic fall into their hands. I'll keep the rod in there, too. The PCs have a decent chance of prevailing against Fzoul Chembryl--unless they choose to join him--and I like the idea of 5e PCs getting a [I]rod of cancellation[/I], especially in a campaign in which magic is otherwise rare. As a previous poster pointed out, the rod could be used to make magic even rarer! [/QUOTE]
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Is This Magic Item Overpowered for 5e?
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