D&D 5E So 5E is the Successor to AD&D 2nd Edition? How and How Not?

IMO 5e14 and 5e24 both work better with magic items if you don't run the base assumptions of moderately optimized PCs, 6-8 resources draining encounters per long rest, 1-3 short rests per long rest, and various monsters and obstacles across the adventure and campaign.
So, everybody, then.
 

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There is no difference between magic items and class features-- they are both just nothing more than additional game mechanics a player has at their disposal for their PC to use against the enemies the DM places in front of them. So whether or not one's game works better or worse with magic items depends on the types and amounts of enemies their DM places and whether additional options to handle them makes things easier or more difficult.
 

As I said, I went into 5e with the wrong mindset, so when I gave the players magic items, it made their already wildy powerful characters even more juiced. That's not the fault of the edition: it is what it is, but it was a hard lesson for me as a DM. When I ran a second 5e campaign, I was much more mindful of the power curve. We used very few durable magic items, some consumables (potions of healing, etc.) and things went much better.
 

As I said, I went into 5e with the wrong mindset, so when I gave the players magic items, it made their already wildy powerful characters even more juiced. That's not the fault of the edition: it is what it is, but it was a hard lesson for me as a DM. When I ran a second 5e campaign, I was much more mindful of the power curve. We used very few durable magic items, some consumables (potions of healing, etc.) and things went much better.
It’s one of the reasons I still like and play 2e. I can give out tons of magic items because that’s the primary way to distinguish the characters and give them new abilities.
 

For me, magic item values in later editions were a helpful addition. Too many times I've encountered an AD&D (or now 5e game) that has gotten extremely off course because a low level character got a magic item that was too powerful.
I don't think magic items need to be in magic shops, but some guidance to help DMs know when to give certain items would be helpful.
You can have the reverse situation where players can't deal with high level challenges without magic items as well.
 

So, everybody, then.
Pretty much

Very few people have play the game via the base assumptions.

So magic items are often used to skew the game back into balance. So DMs tend to fit players out as similar versions of the 3e Christmas tree. Closer to the 4e core 3 of magic items (weapon, armor, neck/head).
 

Pretty much

Very few people have play the game via the base assumptions.

So magic items are often used to skew the game back into balance. So DMs tend to fit players out as similar versions of the 3e Christmas tree. Closer to the 4e core 3 of magic items (weapon, armor, neck/head).
Err, if you play with fewer encounters per day, it makes the game EASIER, so there is LESS need for magic items.

If you have lots of encounters per day, the party burns through potions, scrolls, wands etc. These really aren't needed in normal play.
 
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Err, if you play with fewer encounters per day, it make the game EASIER, so there is LESS need for magic items.
It's easier but more unbalanced when you have fewer encounters.

Many DMs give warrior and expert classes better magic items to rebalance classes.

Many DMs give short rest classes and races better magic items to rebalance PCs.

Many DMs give characters bigger restoration items to recover from their fewer but bigger encounters.
 

It's easier but more unbalanced when you have fewer encounters.
D&D has never been a balanced game, and it doesn't matter.
Many DMs give warrior and expert classes better magic items to rebalance classes.

Many DMs give short rest classes and races better magic items to rebalance PCs.
I've seen no evidence of this.
Many DMs give characters bigger restoration items to recover from their fewer but bigger encounters.
And this is clearly complete nonsense. If the party can take a rest as and when required, there is little use for restoration items. These things are needed when you have lots of encounters per day.
 

D&D has never been a balanced game, and it doesn't matter.
D&D isn't balance.

But your tables party should be balanced to the amount of attention and focus each player wants.

If 4 of 5 players seek attention, then the DM or adventure designer need to shift the game so each of the 4 share the spotlight.

When the wizard and cleric novas down your 2 encounters, you need to do something for the "action over time" fighter and rogue to get some shine.


I've seen no evidence of this.
I have

The most popular advice to rebalance parties and spotlight characters downplayed by Playstyles shifts on:

  1. YouTube
  2. Twitch
  3. Reddit
  4. Forums
  5. Blogs
  6. Articles
  7. Books
  8. And the DMG Itself
Is to give the "weaker" PCs and the least involved players better magic items.

All other advice is completely drown out by this bit.

DMs gave fighters, barbarians, rangers, and monks the wackiest magic items in 5e. Some replicated the 3e Xmas trees
 

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