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Magic Items in 5e... Lackluster?
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<blockquote data-quote="FormerlyHemlock" data-source="post: 6496514" data-attributes="member: 6787650"><p>In my experience, this does not break the game. My current campaign started off with the players looting the body of the archmage whose army they had been a part of up until everybody but them died. Took them a little while to identify all the items, but by 3rd level they had a Robe of the Neutral Archmagi, Wand of Web, and Sword of Lifestealing. The only one which has significantly impacted play so far is the Robe of the Neutral Archmagi, which has served the dual purpose of modestly increasing the wizard's AC and attacks, and also preventing him from going full-out creepy evil necromancer (because if he does the robe will stop working). The Wand of Web got pulled out once early on during a fight with goblins, and the Sword of Lifestealing got pulled out to deal with a jackalwere that had taken 80+ HP of damage from regular weapons without blinking, but for the most part the <em>character abilities</em> have gotten a hundred times more screen time than their magic items. (This is great! It's why I came back to D&D with 5E: no video-game like magic item dependency.)</p><p></p><p>Giving low-level characters powerful magic items has had less impact on my campaign than my decision to let the barbarian tame a wolf (after beating its goblin masters to death with another wolf's unconscious body).</p></blockquote><p></p>
[QUOTE="FormerlyHemlock, post: 6496514, member: 6787650"] In my experience, this does not break the game. My current campaign started off with the players looting the body of the archmage whose army they had been a part of up until everybody but them died. Took them a little while to identify all the items, but by 3rd level they had a Robe of the Neutral Archmagi, Wand of Web, and Sword of Lifestealing. The only one which has significantly impacted play so far is the Robe of the Neutral Archmagi, which has served the dual purpose of modestly increasing the wizard's AC and attacks, and also preventing him from going full-out creepy evil necromancer (because if he does the robe will stop working). The Wand of Web got pulled out once early on during a fight with goblins, and the Sword of Lifestealing got pulled out to deal with a jackalwere that had taken 80+ HP of damage from regular weapons without blinking, but for the most part the [I]character abilities[/I] have gotten a hundred times more screen time than their magic items. (This is great! It's why I came back to D&D with 5E: no video-game like magic item dependency.) Giving low-level characters powerful magic items has had less impact on my campaign than my decision to let the barbarian tame a wolf (after beating its goblin masters to death with another wolf's unconscious body). [/QUOTE]
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Magic Items in 5e... Lackluster?
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