D&D 5E Please un-NERF Magic Items in 5e

Wormwood

Adventurer
As an aside, I like the idea of characters having a few signature magic items which scale in power (and possibly gain additional powers) as the character does.

Did that a lot in my last campaign (1st to 30). If a player found an item they liked, I would raise its level every few adventures and add the difference in value as a parcel.

And yes, wish lists really helped me in that game.
 

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Number48

First Post
I would prefer to do away with + bonuses, as they are boring and can be accounted for in different mechanics. But, when running a system that currently requires + bonuses, I at least try to make things interesting. It might be +1 leather on paper, but I give it to them as armor made of living, interlocking beetles. The beetles can be commanded to "dispose" of rotting flesh, leaving clean bone behind. Is the power useful? No, but it isn't "simply" just +1 leather. So, if you must have generic + items, give a system or a recommendation or something for adding flavor.
 

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