D&D 5E To Many Magic Items?

Zardnaar

Legend
How do you guys handle handing out magic items for the players? I have been using old Dungeon magazines and the PCs hace completed the Ruins of Noal Daer adventure from Dungeon 13. They have a lot more magic items than a lot of parties I assume. For whatever reason though they have piled a lot of defensive items on one PC (the tank Paladin) rather than spreading them out so the average party AC is in the 16-19 range with one of them on AC 22-3.

For weapons though here is what they are using.

Rogue, has around a dozen +1 arrows, otherwise uses a +2 dagger when not using a bow.
Paladin. Uses a +1 frost spear (+1d6 frost damage)
Valor Bard. Uses a Flametongue short sword.

PCs are level 7.

There is also a magic rapier no one is using.
 

log in or register to remove this ad

How do you guys handle handing out magic items for the players? I have been using old Dungeon magazines and the PCs hace completed the Ruins of Noal Daer adventure from Dungeon 13. They have a lot more magic items than a lot of parties I assume. For whatever reason though they have piled a lot of defensive items on one PC (the tank Paladin) rather than spreading them out so the average party AC is in the 16-19 range with one of them on AC 22-3.

For weapons though here is what they are using.

Rogue, has around a dozen +1 arrows, otherwise uses a +2 dagger when not using a bow.
Paladin. Uses a +1 frost spear (+1d6 frost damage)
Valor Bard. Uses a Flametongue short sword.

PCs are level 7.

There is also a magic rapier no one is using.

Seems about right...not far off from what my 7th level party has, maybe a tad more but pretty close
 

I usually figure out what players want, and put my own twist on that. Then I sprinkle in a dash of relevant and useful and twisted magical items that serve some purpose in the game (unlocking magical locks, overcoming powerful adversaries, buying influence with merchants/royalty).
 

By "default" 5e rules, magic items are pretty rare. I've been using older modules and adventures too, and have cut back on magic items, but still have given out more than recommended. Still, everyone is having fun, so it doesn't really matter. Give out however much loot you want to give your game the feel you want.
 

I award magic a lot more aggressively than the 5E default, because it is my experience that players like finding new magic items.

So far I just throw harder encounters at them and everything seems fine.
 

My 19th level Age of Worms paladin has the following magic items:

*A moonblade with the following properties: beacon, finesse, and vorpal
*A +1 guardian shield
*+1 elven mithril full plate
*Boots of speed
*A cloak of protection

She also has the Defense fighting style, so her AC is 24.

The other PCs all have a comparable number of magic items. The wizard has a staff of power, bracers of defense, and a few other things. The fighter/wizard/rogue has a flame tongue rapier and winged boots and a belt of giant strength (I forget which one). The druid and cleric have some pretty awesome items too.
 

When converting from older editions, I tend to award more consumables. Oil of magic weapon instead of a magic weapon, a single scroll instead of a wand, etc. I also make most items require attunement, and each item tends to grant a flaw when attuned. They have a mad scientist NPC who travels with them and makes potions and gear based on monster parts they bring him (modeled after Krieger from Archer). I also use legacy items which grow with the characters. The party is approaching 6th level and has the following permanent items

Warlock - +1 Lesser staff of fire (6 charges/day, casts burning hands and flaming sphere), cage which lets her trap dying outsiders which she can then bargain with or trade to recharge her spells
Thief - +1 rapier, +1 bronze dragon studded leather (grants advantage on electricity saves), petrified mouse that lets her assume rat form 1x short rest, magic sling (legacy weapon)
Paladin - Ankheg plate (resistance on acid damage), amulet of protection +1, +1 flail with a few properties (legacy weapon)
NPC Eldritch Knight - +1 trident made from bronze dragon horns, can cast shocking grasp on OA's, +1 mithril breastplate

They have a few "party items", a folding boat, a bag of holding, a spade of colossal excavation, and some phase spider rope which prevents teleportation/ethereal escape
 

How do you guys handle handing out magic items for the players? I have been using old Dungeon magazines and the PCs hace completed the Ruins of Noal Daer adventure from Dungeon 13. They have a lot more magic items than a lot of parties I assume. For whatever reason though they have piled a lot of defensive items on one PC (the tank Paladin) rather than spreading them out so the average party AC is in the 16-19 range with one of them on AC 22-3.

For weapons though here is what they are using.

Rogue, has around a dozen +1 arrows, otherwise uses a +2 dagger when not using a bow.
Paladin. Uses a +1 frost spear (+1d6 frost damage)
Valor Bard. Uses a Flametongue short sword.

PCs are level 7.

There is also a magic rapier no one is using.

We have 7 7th level PCs with about 22 non-consumable magic items in the entire party (one of which is a minor artifact). It has not been an issue.
 


The party in my game consists of 5 PCs, and they have about 6 magic items (other than potions or other consumables). Only 2 of those are weapons, and only 1 is armor. The others are a ring of protection, boots of elvenkind, and goggles of night. The party just hit 7th level.

I am admittedly pretty stingy when it comes to magic, so the way 5E is set up really appeals to me. There were actually a few more bits of treasure up for grabs, but the party overlooked/avoided them.
 

Remove ads

Top