D&D 5E Magic Item Game Theory (DM PoV, adventure spoilers)

I guess this raises a question for me, as I haven't played much of 5E. I've played every other version, mostly 1E and 3.5. To what extent are magic items built into the character evolution equation in 5E? In 3.5 it was assumed that characters would get a certain number of items per level, and that this was assumed given creature CR levels that they faced. Is this still the case with 5E, or has magic been minimized in its necessity for proper advancement?
 

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Nice. I have to say that I am liking most of what I am seeing with 5th edition. It is a nice combination of the feel of 1E and 3E. I didn't like 4E at all, and abandoned it to return to 3.5. The one thing that I really did like about it though, is the way that they created monsters. I liked the multiple level of creatures without having to build a full character-type creature, as you needed to do in 3.5. I like the fact that you added abilities that they could use once a round, or whatever, and increased their HD, attacks, and damage. Very clean and flexible.
 

In an effort to restore magic items to the glory feel of 1e and 2e, I stopped giving out tons of little magic items. Instead, the players would find a very few significant items. The item might be the equivalent of a minor artifact, but it held the same power as all of the little items the game expected the PCs to have, so no imbalance. Suddenly, the players were excited about finding magic items again and valued what they had the way they used to.

I'm never going back to the tons of little magic items model again.
 

I guess this raises a question for me, as I haven't played much of 5E. I've played every other version, mostly 1E and 3.5. To what extent are magic items built into the character evolution equation in 5E? In 3.5 it was assumed that characters would get a certain number of items per level, and that this was assumed given creature CR levels that they faced. Is this still the case with 5E, or has magic been minimized in its necessity for proper advancement?

Magic items completely optional.

That is basically completely true. You can have a level 10 character successfully adventure with only the starting equipment bundle the PHB gives you at first level.

The only hiccup worth mentioning is magic resistance. Since bypassing that is so very easy for any group with decent access to magic items, it kind of means not having it is "below expectations".

(It really isn't since Monster Manual monsters are supposed to be beatable even with their magic resistance; but since magic resistance is so common having the means to cut through it really helps, to the point where it doesn't really feel like it's helping so much as not having it feels like hindering you)

Of course, several character classes (spellcasters, monks etc) can produce magic attacks by themselves on a limited basis.

But still: it isn't unreasonable to expect a level 10 character to have access to a +1 Sword or some such, at the very least.

So not completely completely optional, if you get what I mean. Close, though.
 

One of the ideas I am currently working on for a new campaign involves making magic items more of a rarity. The campaign will not be using feats as standard character options but I was considering using some of them as properties of unique magic items. That way the effects of some feats can still see play in a controlled way, and getting a magic item that grants the ability to use a feat is more interesting than one that simply adds a +1.

I like magic items that provide capabilities that were not available prior to finding the item. This will help with bonus creep also.

This a REALLY interesting idea. I must ponder it further!
 

But still: it isn't unreasonable to expect a level 10 character to have access to a +1 Sword or some such, at the very least.

Tonight my Wilderlands PCs were rewarded by the Elves of Anatal for finally completing their 20 session quest (session #s 45-64) and closing the Gate of the Black Sun.
Hakeem (Barbarian-13) had his shield upgraded to a +1 shield.
Thuruar (Cleric-11>12) received +1 mithril plate.
Rey (Rogue-10) received a +1 mithril chain shirt (counts as light armour).
 

In my games you are probably not going to come across a highly magical great weapon or bow and finding a magical hand cross bow is probably not going to happen full stop.

...

Magic items shuold be used to either balance the game or enable the play style you want to play rather than be some sort of assumed feature.

Great post!

I have a somewhat similar opinion, although probably in my case I will still feature highly magical great weapons. It's only the ranged combatants that I feel are treated a bit too generously by the game options. But those who go to the front lines, I have no problem in letting them get even better.
 

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