Fauchard1520
Adventurer
You don't necessarily need magic items in 5e. Mearls famously explained that mess way back in 2012. But with the math behind the system assuming that you receive only the specific abilities and bonuses granted by your character class and race, any little boost in power goes a long way towards tipping the power balance. That's why you don't hand out +3 weapons like they're candy to starting-level PCs.
But suppose that you actually want to go ham with the magic items? You want to hand out uber-powerful world-shaking artifacts and give the party the chance to play with them. How do you calibrate your expectations as a GM? Is there anything beyond "expect the unexpected" or "see how they do and then recalibrate your encounter design?" Basically, I'm asking how to prepare for a party wielding an Orb of Dragonkind of a Deck of Many Things. Is it possible to run a reasonable game with these things in play? Or will they always upset game balance beyond repair?
(Comic for illustrative purposes.)
But suppose that you actually want to go ham with the magic items? You want to hand out uber-powerful world-shaking artifacts and give the party the chance to play with them. How do you calibrate your expectations as a GM? Is there anything beyond "expect the unexpected" or "see how they do and then recalibrate your encounter design?" Basically, I'm asking how to prepare for a party wielding an Orb of Dragonkind of a Deck of Many Things. Is it possible to run a reasonable game with these things in play? Or will they always upset game balance beyond repair?
(Comic for illustrative purposes.)