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Please help out some new GM's with a few questions
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<blockquote data-quote="aco175" data-source="post: 7638135" data-attributes="member: 27385"><p>Rotating DMs can be tough to juggle. Some DMs give out tons of gold and other a lot of magic, while you may think that magic is more rare. Have fun and it all averages out as everyone gets more experience being the DM. I tend to give out more magic than perhaps what the DMG suggests. I do not give out too much armor, except maybe some light armor and I created bracers of +3 for later levels. I tend to give out +0 weapons that can do something cool like cast a spell 1/rest or return when thrown over the plain +1. The PCs do not need the +1 to be viable and making a cool item with flavor allows it to last linger in the campaign before wanting to trade it in.</p><p></p><p>Spells can be as hard to come by as you allow. If there is only one wizard in the group, then he gets all the wizard stuff. The others tend to hand him the scrolls and wands and such, 5e allows others to use some of the wands, but a wizard low on options should get the wand of lightning bolts if it comes around. I have been in groups where getting new spells for the wizard is a party cost like resurrection. Each share of gold is reduces to buy spells so the whole burden does not fall to the mage. I had a mage buy fly over fireball so he could get away if needed and all the times the other players would ask him to cast fireball he would say he cannot afford it. After enough times of being bead up, they kicked in for it. </p><p></p><p>A cool idea for a city guard would be a sphinx. A mission to visit the mother of one who dies giving birth, or needs to protect the infant somehow and gives the baby to the PCs. Eventually the city gains wealth and fame through pilgrims coming to visit and hope to the sphinx.</p></blockquote><p></p>
[QUOTE="aco175, post: 7638135, member: 27385"] Rotating DMs can be tough to juggle. Some DMs give out tons of gold and other a lot of magic, while you may think that magic is more rare. Have fun and it all averages out as everyone gets more experience being the DM. I tend to give out more magic than perhaps what the DMG suggests. I do not give out too much armor, except maybe some light armor and I created bracers of +3 for later levels. I tend to give out +0 weapons that can do something cool like cast a spell 1/rest or return when thrown over the plain +1. The PCs do not need the +1 to be viable and making a cool item with flavor allows it to last linger in the campaign before wanting to trade it in. Spells can be as hard to come by as you allow. If there is only one wizard in the group, then he gets all the wizard stuff. The others tend to hand him the scrolls and wands and such, 5e allows others to use some of the wands, but a wizard low on options should get the wand of lightning bolts if it comes around. I have been in groups where getting new spells for the wizard is a party cost like resurrection. Each share of gold is reduces to buy spells so the whole burden does not fall to the mage. I had a mage buy fly over fireball so he could get away if needed and all the times the other players would ask him to cast fireball he would say he cannot afford it. After enough times of being bead up, they kicked in for it. A cool idea for a city guard would be a sphinx. A mission to visit the mother of one who dies giving birth, or needs to protect the infant somehow and gives the baby to the PCs. Eventually the city gains wealth and fame through pilgrims coming to visit and hope to the sphinx. [/QUOTE]
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