Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
PCs Making Their Own Magic Items
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Tony Vargas" data-source="post: 6029958" data-attributes="member: 996"><p>It really depends on how magic items are factored into the game.</p><p></p><p>If items are 'standard equipment' - if there's an expectation that PCs will have items, and, as the game progresses, encounter balance and the type and scope of adventures reflect that, then PCs should be able to make or buy such items, or specifically seek them out in quests or otherwise exercise some control over what items they acquire.</p><p></p><p>If items are potential 'game breakers,' they need to be kept strictly to the DM - PCs can't make or buy them. </p><p></p><p>If the design allows a clear line to be drawn between the two, then making/buy for the former, and DM-largess-only for the latter would be workable. However, that would require a lot of care, as a fairly 'minor' item that PCs can make in quantity can greatly impact the game (see WoCLW in discussions of 3.x, for instance).</p><p></p><p></p><p>The current philosophy seems to be (once again) "let the DM sort it out." Magic items are not going to be factored in to game balance. Instead, they're simply going to be designed to be cool and desirable to players things that 'feel magical' and are 'something to get excited about.' That makes design fun & easy. It's exciting for the players.</p><p></p><p>It's a minor nightmare for the DM. Each time you give out an item, you may be wrecking your game. If you avoid individually-broken items, the sum of what you give out could still skew or break things. You don't know for sure until the players have used the item for a bit, and, as happy as they likely are with an item that turns out to be a game-changer, taking it back is an unpleasant option. Enter rust monsters, disenchanters, steel predators, Mordenkainen's Disjunction, Rods of Cancellation, anti-magic zones, etc...</p><p></p><p>That should sound familiar to anyone who played classic D&D, because 5e's approach to magic items is cribbed directly from it. I'm sure some of you loved that approach. Others of us were acutely aware of its shortcomings and were glad to see it go.</p><p></p><p></p><p></p><p></p><p>This is probably, yet again, something that needs to be presented as options... quite a large range of very carefully thought-out options...</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6029958, member: 996"] It really depends on how magic items are factored into the game. If items are 'standard equipment' - if there's an expectation that PCs will have items, and, as the game progresses, encounter balance and the type and scope of adventures reflect that, then PCs should be able to make or buy such items, or specifically seek them out in quests or otherwise exercise some control over what items they acquire. If items are potential 'game breakers,' they need to be kept strictly to the DM - PCs can't make or buy them. If the design allows a clear line to be drawn between the two, then making/buy for the former, and DM-largess-only for the latter would be workable. However, that would require a lot of care, as a fairly 'minor' item that PCs can make in quantity can greatly impact the game (see WoCLW in discussions of 3.x, for instance). The current philosophy seems to be (once again) "let the DM sort it out." Magic items are not going to be factored in to game balance. Instead, they're simply going to be designed to be cool and desirable to players things that 'feel magical' and are 'something to get excited about.' That makes design fun & easy. It's exciting for the players. It's a minor nightmare for the DM. Each time you give out an item, you may be wrecking your game. If you avoid individually-broken items, the sum of what you give out could still skew or break things. You don't know for sure until the players have used the item for a bit, and, as happy as they likely are with an item that turns out to be a game-changer, taking it back is an unpleasant option. Enter rust monsters, disenchanters, steel predators, Mordenkainen's Disjunction, Rods of Cancellation, anti-magic zones, etc... That should sound familiar to anyone who played classic D&D, because 5e's approach to magic items is cribbed directly from it. I'm sure some of you loved that approach. Others of us were acutely aware of its shortcomings and were glad to see it go. This is probably, yet again, something that needs to be presented as options... quite a large range of very carefully thought-out options... [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
PCs Making Their Own Magic Items
Top