It's definitely the best source of comedic anecdotes on how players destroyed themselves / the campaign / the setting with LOL RANDOM effects.Deck of Many Things is the best and I will not hear otherwise.
i.e. the best thing ever.It's definitely the best source of comedic anecdotes on how players destroyed themselves / the campaign / the setting with LOL RANDOM effects.
So first, yes. Treasure and magic items are important to me. They're a way of measuring advancement other than just levels.Another thread made me wonder about this.
5e doesn’t make either actually necessary. The only things that rely on money don’t need amounts anywhere near the kind of loot the DMG tells you to hand out, and the game is built so that magic items are purely a bonus.
So how about y’all? Have you run campaigns with little or no treasure incentive? What about campaigns without magic items?
For me, I almost never roll on a treasure table, and I’ve been reducing my usage of magic items in every new campaign. I’m starting to think that waaaay less is more, in terms of magic items. Or at least anything bigger than common magic.
A couple potential solutions:The exceptions are the Bag of Holding and Deck of Many Things. Those I will never willingly give out in an adventure. shakes fist at them
I like (and have both) in my main campaign world.Thats a great point, and I agree, though I don't like tracking specific gold coins to accomplish that, anymore.,
Yeah it's a matter of taste and preference in world building, as well. I don't like presenting worlds wherein the past was better than the present, or where all the "cool stuff" are things no one knows how to make anymore, and prefer worlds where the magic sword that burns with the fire that forged it, glowing red hot and dealing additional fire damage, is something that the guy in the neighboring kingdom invented ten years ago. There is one of them, because your dad was the first person to ever commission one, and the method for making it hasn't been repeated yet. The occassional ancient relic is great, but I never make such things better than more modern inventions.
I was playing in a game where we entered a room and there were about a dozen these giant plaques that were 6 feet by 3 feet and about 6 inches thick. I wanted to know what was under them so I flipped one over........................................and that was my draw from the deck.Deck of Many Things is the best and I will not hear otherwise.
Your ideas are intriguing to me and I wish to subscribe to your newsletter.I was playing in a game where we entered a room and there were about a dozen these giant plaques that were 6 feet by 3 feet and about 6 inches thick. I wanted to know what was under them so I flipped one over........................................and that was my draw from the deck.
It's hard to invent new magic items with 5e's default magic item rules, because how long an item takes to make depends on its rarity! A unique prototype is going to be (by definition) at least as rare as the rarest item, so the production would take as long as the rarest items: 20,000 days (about 55 years)!Yeah it's a matter of taste and preference in world building, as well. I don't like presenting worlds wherein the past was better than the present, or where all the "cool stuff" are things no one knows how to make anymore, and prefer worlds where the magic sword that burns with the fire that forged it, glowing red hot and dealing additional fire damage, is something that the guy in the neighboring kingdom invented ten years ago. There is one of them, because your dad was the first person to ever commission one, and the method for making it hasn't been repeated yet. The occassional ancient relic is great, but I never make such things better than more modern inventions.
You are now officially entered into the list of Those Who Are No Fun.![]()
Deck of Many Things is the best and I will not hear otherwise.
A couple potential solutions:
- every bag of holding is really a finicky bag of devouring.
- replace the fabled Deck of Many Things with the slightly less-fabled Deck of Mini Things.
The exceptions are the Bag of Holding and Deck of Many Things. Those I will never willingly give out in an adventure. shakes fist at them
Tomb of the Necromancer
This miniature obsidian sarcophagus is small enough to be held in one hand or carried in a pocket. The outside of It is decorated with golden skulls that have rubies for eyes. Upon opening the Crypt, a rumbling is heard and felt in the ground, and a massive sarcophagus bursts through the floor and slams on the ground spreading loose grave soil all around. The sarcophagus appears in any space adjacent to the user that can contain it. The large sarcophagus is 5' x 5' x 10'. It otherwise matches the miniature sarcophagus in appearance. It can easily be opened like a chest by whomever opened the miniature sarcophagus. Objects can freely be placed into and removed from the sarcophagus once it has been opened. When the lid is closed, another rumbling is heard and felt, and the sarcophagus slowly digs itself back into the ground. Any grave soil left behind vanishes in 1 minute. No permanent damage is done by the sarcophagus to area it appeared in.
The Tomb can be called upon freely twice each day, refreshing between midnight and 3 am, as long as the Tomb is not called upon in daylight. Calling upon the Tomb in daylight, or calling upon the Tomb a third or subsequent time both exact a blood price. The user must expend a Hit Die to call a Tomb in this case.
No it's not. The complaint about 5e, so trying to assign fault to the rules system, when the DM was going outside what 5e recommended.That's like telling a poor man he shouldn't have any trouble with banks charging overdraft since he hasn't got any money in the first place.
"I" don't think anything - don't try to make this a difference in opinion. Wizards published a breakdown of what's expected per tier in Xanathar's on page 135 that being exceeded.We got roughly 1-2 treasure hoards each level. If you think that's outrageous an outrageous number of items for mid-level,
Huh. I can't imagine not running a campaign where one of the first items the PCs got was some form of Bag of Holding. Nobody at our table wants to track encumbrance, and the bag gives us a great excuse to never bother with it.
There's no such thing as too much chaos.I gave it out as a magic item once. My campaign survived it, barely. That was the last time I used it. I love to improv and have to come up stuff on the fly, but that magic item is just too much chaos for me.
My current (long) campaign has had about four of them so far, maybe five. Never mind that some PCs have learned who the artificer is who made some of the Decks they've encountered...meaning if they want another one all they have to do is go through an entire adventure to get to the guy, then give him a big wad o' cash and ask him ve-ery nicely. He is a lich, after all...![]()