Magic Items

Markn

First Post
How do people handle giving out magic items in 4e to ensure that it is fair for all the players? In general, you give out 1 less magic item than PC, plus there is such a wide range of items, from +1 to +4 on each level. Just wondering what others are doing. I know that I have created my own spreadsheet to keep things balanced.
 

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I've gotten quite methodical and house-rule-ful about it. Basically I tally up the GP value (I use an alternate metacurrency called IXP instead but the values are the same) of all the treasure being given out during an adventure, and spread that equally among the party. Then they "buy" the items they want to keep, or any items they want to enchant etc., out of that budget.

The best thing about this is that I can look at my spreadsheet and see at a glance who's furthest behind in the items game, and plan around that. For example, our poor neglected Swordmage is about to receive a replacement for his stolen sword... which is more or less a monofilament whip (cf Shadowrun). I'm looking forward to seeing his eyes light up...
 

The best thing about this is that I can look at my spreadsheet and see at a glance who's furthest behind in the items game, and plan around that. For example, our poor neglected Swordmage is about to receive a replacement for his stolen sword... which is more or less a monofilament whip (cf Shadowrun). I'm looking forward to seeing his eyes light up...

Care to share your spreadsheet? I'd be interested in seeing how it works.
 

I use the 'wish list' principle and don't worry so much about it. While some players will try for the highest item that they can possibly get within the guidelines, others will look for something that synergizes with their character's abilities the best. This tends to level out the levels of the items handed out, without any fuss. If I want to toss in a Wondrous item or something else in order to make the 'quota', then I tend more toward the lower end of the level spectrum in order to play it safe.
 

I use a house rule. At each level up each PC may pick one item of n+2 or less. Just so I'm clear what the n is I'll give an example:

A PC is going from level 4 to level 5. n = 4

This keeps everyone on an even keel and if someone got a lower level item it's because they picked it. I don't give cash value and let them keep the excess towards a future item. It also keeps the magic item levels more in line with the PC instead of handing out a n+4/n+3 so they will be changing the 3 primary items (armor, weapon, neck) roughly every 5 levels. This keeps other picks to 2 every 5 levels.
 

As an aside, I've always thought the magic item rules for 4e seemed kind of wonky. Basically, 4e is based on everything being balanced but lets throw a magic item system in that prevents 1 player from getting items each level. Plus we will leave it up to the DM on how to figure out how to give them to players so they are fair.

It just seems a little weak to me.

With the few responses, it seems evident that people are resorting to what "feels" right and very few follow a systematic approach that could be used from table to table...
 

As an aside, I've always thought the magic item rules for 4e seemed kind of wonky. Basically, 4e is based on everything being balanced but lets throw a magic item system in that prevents 1 player from getting items each level. Plus we will leave it up to the DM on how to figure out how to give them to players so they are fair.

It just seems a little weak to me.

With the few responses, it seems evident that people are resorting to what "feels" right and very few follow a systematic approach that could be used from table to table...

It should be pointed out that there is enough gold awarded each level for the party to "buy" 1 or 2 items of level n for whoever didn't get something. I don't recall the exact amount.
 

So going from level 1 to 2, your group gets 5 level 3 items instead of a level 5, 4, 3, 2 and 2 level 1s worth of gp...

1000 + 820 + 680 + 520 + 360x2 = 3760 vs
680 * 5 = 3400
So pretty darn close, cool.

Yours is more specifically tuned for everyone, but a ton easier. Only downside is less thrill attached to battles for specific items found, I suppose.

How do you handle selling of old items and buying items with coinage?
 

Keterys & CovertOps

I've done some quick math at different levels and giving out 5 level +2 items still leaves enough room for half the total monetary value for each level.

This means at level 1 you could give out 360gp instead of 720gp.

At level 10 you would give out 5000gp.

This makes the actual cash value of your system dead on with what players are supposed to get. Nice and elegant. I'm going to talk to my players about this approach.

Keterys,

In our campaign, I have players submit a list of items they want and then I place them throughout the adventure that way there is still the thrill of finding stuff. That would still work with this approach. You konw what you are getting but just aren't sure when you are getting it.
 

Not sure how to upload the spreadsheet, but here's a verbal walkthrough of what it does:

Section A works out the "fair" total IXPs for each player. You tell it the previous "fair" value, the amount of "monetary" treasure given out and the number of players, and also enter in the items you gave out during the adventure (one level 9, one level 8, two level 7, one 6 and one 5, for example, in my current adventure for 7 PCs). The spreadsheet has a lookup table where it can turn item level into value in IXPs, and does so. Then it adds in the money plus the values of those items and divides the total by the number of players, adds that to the previous share value, and the result is how many IXPs worth of treasure each PC "should" have.

Section B lists the items the party owns down the left, and has PC names across the top. As I add an item, I write in the name and its level (which again is looked up to get a value). I then put a "1" at the intersection of the item and player. (Or 2 if they've got two instances of it, or in one case 0.5 since the item's considered shared by two PCs, etc.) The spreadsheet then adds up the total value of each player's actual items owned, displays that, and also subtracts it from the "should have" value calculated in section A. The result is how many IXPs each player has "banked" which they can use to spend on new items.

If someone's in the hole, they can't requisition items - can't even have someone make one with Enchant Magic Item. More commonly they seem to hover around about the value of one item of roughly their own level, in the bank, and so when items come out the ones who had the most saved up will tend to get the Level+4 and Level+3 items, and drop into the hole. And so it continues.

After an adventure you simply write the new "fair share" value into the "old fair share" space and clear the rest of Section A, and it's ready for reuse.
 

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