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Magic Item Costs in 5E
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<blockquote data-quote="Fion" data-source="post: 6389112" data-attributes="member: 64365"><p>I personally don't plan on giving my players any magical weapons until like 7th level. We have just started our group and are going to run Hoard of the Dragon Queen at about 3rd level. I'm throwing out all the magical loot in that game and change it to temporarily usable stuff. Potions, scrolls, and Masterwork gear.</p><p></p><p>I wrote up my own version of Masterwork gear into 5e. Weapons & armor can be made from exotic materials or found as loot, given as rewards for quests, or purchased in larger cities that give a minor bonus in combat (+1 damage) on melee weapons, ranged weapons and implements/holy symbols, (Adamantine, Darkwood & Ebonite respectively). There's also Cold Iron (which affects 'all' fiends as if they were magical), mithril, which increases initiative by 1, and silvered for fighting ghosts, lycanthropes, etc. On the armor side I have dragon hide, star leather, drow mesh (names borrowed from 4e) mithril shirts, adamantine plate, etc that give non-combat bonuses like +1 save vs. exhaustion, resistance to one 'natural' element, 5' speed increase, no disadvantage on stealth (medium armor) or higher encumbrance capacity.</p><p></p><p>When I do start to throw +1 items in there, they will be items of awe, not simply 'yay I can hit 3% more often!' An otherwise simple Longsword +1 might have a spell attached that can be used once a day, or have a Fire 'trapping' (to borrow from Savage Worlds). Perhaps it can be set a-lite with a phrase, crits cause levels of fatigue, flammable materials can be lit aflame.</p><p></p><p>I can see why in core, magical items do not have a value and cannot be traded. It doesn't make a whole lot of sense but they want magical items to feel special, to awe players when they get them. Of course adversely the first adventures throw dozens of them at the party by level 3.. but I get the idea.</p></blockquote><p></p>
[QUOTE="Fion, post: 6389112, member: 64365"] I personally don't plan on giving my players any magical weapons until like 7th level. We have just started our group and are going to run Hoard of the Dragon Queen at about 3rd level. I'm throwing out all the magical loot in that game and change it to temporarily usable stuff. Potions, scrolls, and Masterwork gear. I wrote up my own version of Masterwork gear into 5e. Weapons & armor can be made from exotic materials or found as loot, given as rewards for quests, or purchased in larger cities that give a minor bonus in combat (+1 damage) on melee weapons, ranged weapons and implements/holy symbols, (Adamantine, Darkwood & Ebonite respectively). There's also Cold Iron (which affects 'all' fiends as if they were magical), mithril, which increases initiative by 1, and silvered for fighting ghosts, lycanthropes, etc. On the armor side I have dragon hide, star leather, drow mesh (names borrowed from 4e) mithril shirts, adamantine plate, etc that give non-combat bonuses like +1 save vs. exhaustion, resistance to one 'natural' element, 5' speed increase, no disadvantage on stealth (medium armor) or higher encumbrance capacity. When I do start to throw +1 items in there, they will be items of awe, not simply 'yay I can hit 3% more often!' An otherwise simple Longsword +1 might have a spell attached that can be used once a day, or have a Fire 'trapping' (to borrow from Savage Worlds). Perhaps it can be set a-lite with a phrase, crits cause levels of fatigue, flammable materials can be lit aflame. I can see why in core, magical items do not have a value and cannot be traded. It doesn't make a whole lot of sense but they want magical items to feel special, to awe players when they get them. Of course adversely the first adventures throw dozens of them at the party by level 3.. but I get the idea. [/QUOTE]
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