D&D (2024) Magic Items In 5.5

Yep I often do that as well, though I will say I disallow the stat boost items. No putting an 8 in your stat and boosting it to 19 with an item, sorry:)
When my Cleric got a 19 strength unexpectedly it was funny, and sometimes useful, but usually just an RP thing. He wasn't built to use strength so it just didn't come up very often. He could grapple like the dickens though!
 

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When my Cleric got a 19 strength unexpectedly it was funny, and sometimes useful, but usually just an RP thing. He wasn't built to use strength so it just didn't come up very often. He could grapple like the dickens though!
Yeah the items are pretty reasonable in a lot of cases when they are found in game, as players are often not optimized to really use the higher stats. Its when you start the game with them and can build around them that they get a bit OP.
 


I am finding the new game is very sensitive to adventuring day length.

If you're having one combat per day, a lot of items seem overpowered. For example, if you have armor that can cast the Shield spell with d6 charges times a day, that's overpowered for a single combat each day because it's effectively just +5 AC for the whole day.

If however you're having at least four combats a day with one short rest, it's fine. You will have high AC when you really want it, but it won't be there for a lot of your turns, and that's fine.

Hasn't it always been the case though?
 

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