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Magic Items You'll Never Give Out
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<blockquote data-quote="Charles Rampant" data-source="post: 7148590" data-attributes="member: 32659"><p>Honestly, it's a real problem with the 5e dying rules in general - to make things scary, you have to basically bully a player whose character isn't even getting to do cool things. I'm not a fan of it, really, and I don't like big house rules, so my players simply don't die a lot. </p><p></p><p></p><p></p><p>It does depend. On the only recent occasion I've been a player in a D&D game, a 4e one to be precise, I was almost demanding that the DM make harsh rule calls and really go for the kill. I like it to be really challenging, and don't particularly mind my character dying or the group having a setback. That seems to be a rare view though. </p><p></p><p>Magic items can be a funny thing. Almost everyone agrees, when you ask, that 4e's Residuum and 3e's Cure Light Wound Wands were a step too far, doesn't feel magic, etc, and can even express a preference for having few magic items; but during games I nevertheless seem to field constant requests for more magic items. Now, sure, one group is playing <em>Hoard of the Dragon Queen</em>, and that module is known for being light on magic items. But I still got players coming to me and asking 'Is 5e really this light on magic items? We've still not got any magic weapons for my barbarian to use.', <em>at level five</em>. Next session they find a Studded Leather +1, which I put on Dralmorrer Greyborn and gave a custom description and minor powers to suit his awesome picture, and the players collectively declared it to be worthless and shrugged. What can you do? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Charles Rampant, post: 7148590, member: 32659"] Honestly, it's a real problem with the 5e dying rules in general - to make things scary, you have to basically bully a player whose character isn't even getting to do cool things. I'm not a fan of it, really, and I don't like big house rules, so my players simply don't die a lot. It does depend. On the only recent occasion I've been a player in a D&D game, a 4e one to be precise, I was almost demanding that the DM make harsh rule calls and really go for the kill. I like it to be really challenging, and don't particularly mind my character dying or the group having a setback. That seems to be a rare view though. Magic items can be a funny thing. Almost everyone agrees, when you ask, that 4e's Residuum and 3e's Cure Light Wound Wands were a step too far, doesn't feel magic, etc, and can even express a preference for having few magic items; but during games I nevertheless seem to field constant requests for more magic items. Now, sure, one group is playing [I]Hoard of the Dragon Queen[/I], and that module is known for being light on magic items. But I still got players coming to me and asking 'Is 5e really this light on magic items? We've still not got any magic weapons for my barbarian to use.', [I]at level five[/I]. Next session they find a Studded Leather +1, which I put on Dralmorrer Greyborn and gave a custom description and minor powers to suit his awesome picture, and the players collectively declared it to be worthless and shrugged. What can you do? :D [/QUOTE]
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