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D&D Older Editions, OSR, & D&D Variants
Seeking advice for my first 1e campaign
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<blockquote data-quote="Celebrim" data-source="post: 5667397" data-attributes="member: 4937"><p>So, just out of curiousity, I went and rolled up 25 random magic items using the 1e DMG. Given the relative scarcity of magic items in 1e (assuming you're not using a published adventure path), and the relative scarcity of free rolls on the table compared to rolls limited to potions and scrolls, this IMO represents the bulk of the magic items a party would expect to recieve by name level.</p><p></p><p>The question I wanted to answer was, how much would it benefit the game for me to put my finger on the scale or just select the items. He's the list:</p><p></p><p>Scroll of protection from Lycanthropes x3</p><p>Hand Axe +3</p><p>Splint Mail +1</p><p>Libram of Silver Magic</p><p>Small Shield +3</p><p>Sling of Seeking +2</p><p>Scroll (1st level M-U spell)</p><p>Potion of Speed</p><p>Scroll (1st level M-U spell)</p><p>Studded Leather +1</p><p>Horn of Bubbles</p><p>Rod of Lordly Might</p><p>Scroll (7th level Clerical Spell)</p><p>Potion of Hill Giant Strength</p><p>Scroll (1st, 2nd, 3rd level Clerical Spell)</p><p>Potion of Heroism</p><p>9 arrows +1</p><p>Scarab of Protection</p><p>Potion of Delusion</p><p>Wand of Secret Door and Trap Location (90 charges)</p><p>Phylactery of Long Years</p><p>Potion of Gaseous Form</p><p>Scroll (5th and 6th level Clerical Spell)</p><p></p><p>The answer is, not much, and possibly not at all. There isn't anything on that list that is game breaking. The best thing on the list is the Rod of Lordly Might (it's better than many artifacts), but given the scarcity of magic weapons in this selection I think it balances out and in fact its pretty essential. There are a couple of high level clerical spells that could be useful for getting resurrection into the party's hands a little earlier than normal, a good selection of consumables, and a bit of armor. The Libram of Silver Magic is probably not something I would of thought to place because its so desirable, but give how early it appears in the list (presumably one of the first magic items the party finds) the issue with the tome is more that its a potential death trap than potentially game breaking. Otherwise it's a free couple thousand XP to the party M-U assuming that he's of the alignment to read it. So I'm good with it. In fact, the only thing on the list I find troublesome is the Wand of Secret Door and Trap Detection, and not because its overly powerful but because its yet another example of 'Being a Thief Sucks' in 1e. But its not that bad, is consumable, and doesn't disarm anything so I could probably live with it.</p><p></p><p>And, just because someone mentioned it, the same results assuming someone began with a luck stone would be:</p><p></p><p>Scroll of protection from Lycanthropes</p><p>Scroll of protection from Magic x2</p><p>Hand Axe +3</p><p>Splint Mail +3</p><p>Libram Silver Magic (Manual of Bodily Health of non-wizard)</p><p>Small Shield +4</p><p>Sling of Seeking +2</p><p>Scroll (2nd level M-U spell, 3rd level M-U spell)</p><p>Potion of Speed</p><p>Scroll (1st level M-U spell)</p><p>Splint Mail +4</p><p>Horn of Blasting</p><p>Rod of Lordly Might (or Rod of Resurrection if Cleric or Rod of Rulership otherwise)</p><p>Scroll (7th level Clerical Spell)</p><p>Potion of Hill Giant Strength</p><p>Scroll (4th, 6th, 7th level Clerical Spell)</p><p>Potion of Heroism (Potion of Human Control if non-fighter)</p><p>9 arrows +1</p><p>Scarab of Protection</p><p>Potion of Blue Dragon Control</p><p>Wand of Secret Door and Trap Location (90 charges)</p><p>Phylactery of Long Years (Periapt of Wound closure if non-cleric)</p><p>Potion of Front Giant Control</p><p>Scroll (3rd, 4th, 5th level Clerical Spells)</p><p></p><p>Again, not much changes except some cursed items fall out, and the luck stone wielder has slightly better customization options - often however at the expense of someone else in the party. The only thing on the list that I'd be worried about is the Rod of Rulership, but it comes at the cost of the Rod of Lordly Might.</p><p></p><p>What I like about both lists is that they are interesting, containing both some mundane utility and some odd results. It's certainly a better list than the usual Christmas tree, and I would argue that its a better list than what most novice DM's would produce. So, feel free to experiment with random results. I dare say that if you are just starting out, Gygax's random tables will probably do a better job of planning things out than you will.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 5667397, member: 4937"] So, just out of curiousity, I went and rolled up 25 random magic items using the 1e DMG. Given the relative scarcity of magic items in 1e (assuming you're not using a published adventure path), and the relative scarcity of free rolls on the table compared to rolls limited to potions and scrolls, this IMO represents the bulk of the magic items a party would expect to recieve by name level. The question I wanted to answer was, how much would it benefit the game for me to put my finger on the scale or just select the items. He's the list: Scroll of protection from Lycanthropes x3 Hand Axe +3 Splint Mail +1 Libram of Silver Magic Small Shield +3 Sling of Seeking +2 Scroll (1st level M-U spell) Potion of Speed Scroll (1st level M-U spell) Studded Leather +1 Horn of Bubbles Rod of Lordly Might Scroll (7th level Clerical Spell) Potion of Hill Giant Strength Scroll (1st, 2nd, 3rd level Clerical Spell) Potion of Heroism 9 arrows +1 Scarab of Protection Potion of Delusion Wand of Secret Door and Trap Location (90 charges) Phylactery of Long Years Potion of Gaseous Form Scroll (5th and 6th level Clerical Spell) The answer is, not much, and possibly not at all. There isn't anything on that list that is game breaking. The best thing on the list is the Rod of Lordly Might (it's better than many artifacts), but given the scarcity of magic weapons in this selection I think it balances out and in fact its pretty essential. There are a couple of high level clerical spells that could be useful for getting resurrection into the party's hands a little earlier than normal, a good selection of consumables, and a bit of armor. The Libram of Silver Magic is probably not something I would of thought to place because its so desirable, but give how early it appears in the list (presumably one of the first magic items the party finds) the issue with the tome is more that its a potential death trap than potentially game breaking. Otherwise it's a free couple thousand XP to the party M-U assuming that he's of the alignment to read it. So I'm good with it. In fact, the only thing on the list I find troublesome is the Wand of Secret Door and Trap Detection, and not because its overly powerful but because its yet another example of 'Being a Thief Sucks' in 1e. But its not that bad, is consumable, and doesn't disarm anything so I could probably live with it. And, just because someone mentioned it, the same results assuming someone began with a luck stone would be: Scroll of protection from Lycanthropes Scroll of protection from Magic x2 Hand Axe +3 Splint Mail +3 Libram Silver Magic (Manual of Bodily Health of non-wizard) Small Shield +4 Sling of Seeking +2 Scroll (2nd level M-U spell, 3rd level M-U spell) Potion of Speed Scroll (1st level M-U spell) Splint Mail +4 Horn of Blasting Rod of Lordly Might (or Rod of Resurrection if Cleric or Rod of Rulership otherwise) Scroll (7th level Clerical Spell) Potion of Hill Giant Strength Scroll (4th, 6th, 7th level Clerical Spell) Potion of Heroism (Potion of Human Control if non-fighter) 9 arrows +1 Scarab of Protection Potion of Blue Dragon Control Wand of Secret Door and Trap Location (90 charges) Phylactery of Long Years (Periapt of Wound closure if non-cleric) Potion of Front Giant Control Scroll (3rd, 4th, 5th level Clerical Spells) Again, not much changes except some cursed items fall out, and the luck stone wielder has slightly better customization options - often however at the expense of someone else in the party. The only thing on the list that I'd be worried about is the Rod of Rulership, but it comes at the cost of the Rod of Lordly Might. What I like about both lists is that they are interesting, containing both some mundane utility and some odd results. It's certainly a better list than the usual Christmas tree, and I would argue that its a better list than what most novice DM's would produce. So, feel free to experiment with random results. I dare say that if you are just starting out, Gygax's random tables will probably do a better job of planning things out than you will. [/QUOTE]
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