Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Lava and magic items
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="James Gasik" data-source="post: 8984267" data-attributes="member: 6877472"><p>Unless a magic item specifically states that it can be destroyed, such as a Necklace of Missiles, or mishandling of the items in a Bag of Holding, I assume enchanted items are far more durable than normal materials.</p><p></p><p>You have to ask yourself what is gained by taking away the player's magic items. If you feel it would balance the game, you should have a discussion with your players about that, rather than have them removed by what is in effect, DM fiat.</p><p></p><p>If you think it would make the game more fun, I would again, go to your players with your reasoning as to why.</p><p></p><p>If you have a Barbarian using Gauntlets of Ogre Power, one of two things would result from their loss. One, nothing major, if they have a Strength of 18. Two, a nerf to their attack and damage with melee weapons by reducing them to a Strength of less than 18. For a class that is primarily a melee damage dealer, this can be annoying/crippling.</p><p></p><p>I used to play with a DM who would occasionally freak out about how many magic items we had, would contrive of a way to take them away from us, we'd find new ones, and the cycle could continue. It was very annoying because it felt like we were being punished for something that wasn't under our control- if you don't want magic items in your game, just be up front with that when you give your elevator pitch for the game.</p><p></p><p>The DMG tells us the default expectation for the game is "The World is Magical" on page 9. It's ok to change that, but you need to adjust yours and the players expectations in advance.</p><p></p><p>If your goal is to make players worry about their items being potentially destroyed, as to make them more cautious, then you shouldn't take them away if there was nothing the players could do to protect them other than stay home and not adventure (and saying "well, they could have made a saving throw" doesn't count! They really have to have had the chance to make an informed decision, and a choice that isn't "let's just go home").</p><p></p><p>I'll note even destroying all of their non-magical gear, no matter how logical it is (falling into lava) is extremely harsh. What are they supposed to do without armor? Weapons? Tools? Rations? Spell Focuses and material components?</p><p></p><p>How do you expect them to continue in the campaign from here?</p><p></p><p>As a further question, you already made the situation far more dangerous than it was written to be by choosing to inflict maximum lava damage. What is served by adding insult to injury?</p><p></p><p>I mean if it's "realism", then falling into lava should be an automatic death, go make a new character!</p></blockquote><p></p>
[QUOTE="James Gasik, post: 8984267, member: 6877472"] Unless a magic item specifically states that it can be destroyed, such as a Necklace of Missiles, or mishandling of the items in a Bag of Holding, I assume enchanted items are far more durable than normal materials. You have to ask yourself what is gained by taking away the player's magic items. If you feel it would balance the game, you should have a discussion with your players about that, rather than have them removed by what is in effect, DM fiat. If you think it would make the game more fun, I would again, go to your players with your reasoning as to why. If you have a Barbarian using Gauntlets of Ogre Power, one of two things would result from their loss. One, nothing major, if they have a Strength of 18. Two, a nerf to their attack and damage with melee weapons by reducing them to a Strength of less than 18. For a class that is primarily a melee damage dealer, this can be annoying/crippling. I used to play with a DM who would occasionally freak out about how many magic items we had, would contrive of a way to take them away from us, we'd find new ones, and the cycle could continue. It was very annoying because it felt like we were being punished for something that wasn't under our control- if you don't want magic items in your game, just be up front with that when you give your elevator pitch for the game. The DMG tells us the default expectation for the game is "The World is Magical" on page 9. It's ok to change that, but you need to adjust yours and the players expectations in advance. If your goal is to make players worry about their items being potentially destroyed, as to make them more cautious, then you shouldn't take them away if there was nothing the players could do to protect them other than stay home and not adventure (and saying "well, they could have made a saving throw" doesn't count! They really have to have had the chance to make an informed decision, and a choice that isn't "let's just go home"). I'll note even destroying all of their non-magical gear, no matter how logical it is (falling into lava) is extremely harsh. What are they supposed to do without armor? Weapons? Tools? Rations? Spell Focuses and material components? How do you expect them to continue in the campaign from here? As a further question, you already made the situation far more dangerous than it was written to be by choosing to inflict maximum lava damage. What is served by adding insult to injury? I mean if it's "realism", then falling into lava should be an automatic death, go make a new character! [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Lava and magic items
Top