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*Dungeons & Dragons
Magic Items, and what it says about the editions
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<blockquote data-quote="Helldritch" data-source="post: 6895257" data-attributes="member: 6855114"><p>[MENTION=6787650]Hemlock[/MENTION]</p><p>In those days, rules were meant to be broken, bypass and to some extent ignore. Monsters were the balancing factor and you could get away with pretty much anything. We are back to this mindset with 5ed but this time we do have some guide lines to do it while avoiding the maunty haul campaing type.</p><p></p><p>As for adapting the old modules from B-X and Adv D&D (C-i-S or even the DL and FR types) it's quite easy. Total every magic items you can find. Divide by 3. That should give you about 3 or 4 permanent magic items as most adventures had about 10 to 13 of them. Remove them from the pool. And multiply the rest by two and transform them into one shot items like potions, arrows(or bolts), scrolls, elemental gems (even spell gems might be good). This way players still finds "stuff" and yet don't feel like they have nothing for the trade.</p><p></p><p>If a magic item is in the hands of a potential ally. Don't count it. If it is in the hands of an ennemy, then leave it if it can move the story arc forward. (So that why this hobgoblin's the leader. His sword or whatever was magical...).</p><p></p><p>I'm currently DM the old Lost City adventure and I have done the gulde lines above and it works out quite fine. After that adventure the PC's will be moved to Desert of Desolation and I'm currently giving it the same treatment. So far the players are quite happy. (and so am I <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> )</p><p></p><p>As for the rogue being the poor child of 1st ed. I do not agree. They were quite dangerous and could become a real menace as the back stab were multipliers. Short sword +3, Potion of haste, belt of hill giant strength, enlarge and a cloack of displacement were litteral killers. And monsters were not often in the hundreds of hp range (unless the were gods...) A simple roll of 3 could become 13 x 5 x 2 (or only x6 if you were not crazy on the multiply rule as I was) 130hp dmg (78 if you were not multiplying both modifiers). The double backstab with two daggers was possible putting the rogue on par with a long sword. And imagine that in the first round, the rogue on haste was able to do that twice! I much prefer what we have now <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Helldritch, post: 6895257, member: 6855114"] [MENTION=6787650]Hemlock[/MENTION] In those days, rules were meant to be broken, bypass and to some extent ignore. Monsters were the balancing factor and you could get away with pretty much anything. We are back to this mindset with 5ed but this time we do have some guide lines to do it while avoiding the maunty haul campaing type. As for adapting the old modules from B-X and Adv D&D (C-i-S or even the DL and FR types) it's quite easy. Total every magic items you can find. Divide by 3. That should give you about 3 or 4 permanent magic items as most adventures had about 10 to 13 of them. Remove them from the pool. And multiply the rest by two and transform them into one shot items like potions, arrows(or bolts), scrolls, elemental gems (even spell gems might be good). This way players still finds "stuff" and yet don't feel like they have nothing for the trade. If a magic item is in the hands of a potential ally. Don't count it. If it is in the hands of an ennemy, then leave it if it can move the story arc forward. (So that why this hobgoblin's the leader. His sword or whatever was magical...). I'm currently DM the old Lost City adventure and I have done the gulde lines above and it works out quite fine. After that adventure the PC's will be moved to Desert of Desolation and I'm currently giving it the same treatment. So far the players are quite happy. (and so am I :) ) As for the rogue being the poor child of 1st ed. I do not agree. They were quite dangerous and could become a real menace as the back stab were multipliers. Short sword +3, Potion of haste, belt of hill giant strength, enlarge and a cloack of displacement were litteral killers. And monsters were not often in the hundreds of hp range (unless the were gods...) A simple roll of 3 could become 13 x 5 x 2 (or only x6 if you were not crazy on the multiply rule as I was) 130hp dmg (78 if you were not multiplying both modifiers). The double backstab with two daggers was possible putting the rogue on par with a long sword. And imagine that in the first round, the rogue on haste was able to do that twice! I much prefer what we have now ;) [/QUOTE]
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