D&D 5E Level 1 Magic Item To Powerful?

[MENTION=6716779]Zardnaar[/MENTION] why are asking folks if it's too powerful? You seem to be of the opinion that it's not, and you ignore anyone's attempt to disagree. So why ask the question?

If it were my game, I wouldn't bother to even have the item in there if the chances of the PCs finding it is so slim. Since that's the case, I have to ask why is it even in there. You described a story element of finding a lost elven city, which is pretty interesting...so if that's eventually where the campaign needs to go, then I understand the item. However, the fact that they may not find it implies that it's not necessary for them to have it this early in the campaign.

If it was me, I'd hold off on the item until such a time as it was needed. Or I'd somehow limit its use...perhaps they have to leave it for a sage so that the carvings on the blade can be deciphered and the lost city found. Or more simply, I'd make the item not be a weapon....nothing about the story element seems to require it.

Everyone plays differently, so ultimately you can do what you want, but personal I would never introduce such a potent item so early in the campaign.
 

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[MENTION=6716779]Zardnaar[/MENTION] why are asking folks if it's too powerful? You seem to be of the opinion that it's not, and you ignore anyone's attempt to disagree. So why ask the question?

If it were my game, I wouldn't bother to even have the item in there if the chances of the PCs finding it is so slim. Since that's the case, I have to ask why is it even in there. You described a story element of finding a lost elven city, which is pretty interesting...so if that's eventually where the campaign needs to go, then I understand the item. However, the fact that they may not find it implies that it's not necessary for them to have it this early in the campaign.

If it was me, I'd hold off on the item until such a time as it was needed. Or I'd somehow limit its use...perhaps they have to leave it for a sage so that the carvings on the blade can be deciphered and the lost city found. Or more simply, I'd make the item not be a weapon....nothing about the story element seems to require it.

Everyone plays differently, so ultimately you can do what you want, but personal I would never introduce such a potent item so early in the campaign.

I agree it is to powerful but very rarely I do things to break the mold. One time in AD&D for example for a one off battle I let the PCs equip themselves from an ancient armoury and go bananas (+5 everything at level 8 or so). If its a major problem I can always take stuff away. The DM givith the DM taketh.

I do not allow evil PCs for example but occasionally I do thing like a Drow based campaign and evil is fine or encouraged. A smaller group (2-3 players) might also get more powerful items than they would normally get.
 

I agree it is to powerful but very rarely I do things to break the mold. One time in AD&D for example for a one off battle I let the PCs equip themselves from an ancient armoury and go bananas (+5 everything at level 8 or so). If its a major problem I can always take stuff away. The DM givith the DM taketh.

I do not allow evil PCs for example but occasionally I do thing like a Drow based campaign and evil is fine or encouraged. A smaller group (2-3 players) might also get more powerful items than they would normally get.

Okay, cool. That all makes sense. I make exceptions to what I consider guidelines too, when I think it serves a purpose.

Out of curiosity, though, what's the purpose of putting the sword in the adventure if the PCs may not even find it, it's powerful enough that you posted to ask if it was too powerful, only one PC will likely benefit from it, and the story reason for the item doesn't seem to require that it be a sword?
 

Okay, cool. That all makes sense. I make exceptions to what I consider guidelines too, when I think it serves a purpose.

Out of curiosity, though, what's the purpose of putting the sword in the adventure if the PCs may not even find it, it's powerful enough that you posted to ask if it was too powerful, only one PC will likely benefit from it, and the story reason for the item doesn't seem to require that it be a sword?

Its to encourage exploration and I can always feed them clues later if they do not find it. I think I will not be using the Sylvan sword as this weapon ((at least as written with a reasonable conversion to 5e) but might hide a sunblade or flametonue or something like that were it is conceivably possible PCs could find it at level 1. One can always plan to take it away or let things run their course as in AD&D I had a holy avenger dissolved by acid via a Drow's Acid Bolt spell.
 

Gotcha, you're using rumor of the item to get the PCs to look around. I can get that. Not sure it has to be a weapon of the caliber you're talking about, but sounds like you're ready to deal with the repercussions of they prove too much. Let us know how it goes.
 

If you're dead-set on having this weapon in the game as a lure (for which it will be quite effective, I'm sure), I would add drawbacks sufficient to create an adventure in itself. As a weapon that powerful, I would even suggest going all the way and stating it's an artifact. A level 1 character that gets their hands on it is simply not experienced enough to handle a weapon that magically powerful, and threatens to be subsumed by the ego of that weapon. It's a fey weapon, yes? Maybe it (slightly at first, then more drastically) alters the PC's behavior. This should confuse and alarm the player. The weapon has its own aims (perhaps on behalf of the Seelie or Unseelie Court, if they exist in your game), and the PC becomes its vehicle for achieving those aims. Then the party has to decide whether to help the sword, or find a means of destroying it.
 


A true magic item would just auto-hit. +3 is chump change.

Serious question- Are you familiar with how magic items work in D&D? In D&D, magic weapons (typically) give a bonus to hit. You could have an "always hits" weapon, but it's VERY hard to balance. (I'm speaking from experience; back in 2e a pc in my game got a weapon that always hit and always critted.)
 


Level the Weapon. The article is in Dragon issue 289, the idea is you find a magic weapon early and then as you gain xp you put some of the xp into the weapon to unlock abilities. This works great if its "plot point" weapon. Essential what happens in game is the player levels a little slower but he has an item he can build a character around and you can build a plots around. The levels might be like this

Bonus dmg outdoors 250 xp
+1 750 xp
+2 1500 xp
Bonus Attack 3000 xp
+3 6000 xp

Something like that. I don't know how XP flows in your campaign or if you level up using plot levels. You can also make it cost gold and/or materials.



Remember in 5E always on abilities like +1 to hit and damage are much more effective then they were before. A +1 sword will be more effective in the long run than a sword of sharpness (but much less cool.)
 

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