Xeviat
Dungeon Mistress, she/her
Hi everyone. Partially because I'm running a 3E game converted to 5E, and partially because my group is very familiar with 3E, I'm tempted to try porting the 3E magic items onto 5E. But, like always, I'm concerned about what this will do to the game.
One thing I liked about 3E magic items is their piecemeal approach. I could design whatever I could think of. I could take spells and make them permanent and BAM, new magic item. The book gave me a value for this item and made me feel like they were fair against others of similar cost. Cool.
5E items feel infrequent. Yes, that means they're special, but it also means players don't get as much treasure. "You found 500 gold" means something different in a world where 2305 gold will buy you a +1 sword.
So, what would adding these items to the game do? I can wholeheartedly believe myself when I say that I think the game math isn't assuming magic to hit bonuses (the monster design guidelines in the DMG have ACs that go up about at 4, 5, 8, 9, 13, 17, or the same time they generally will see Attack increases). It does seem to assume some sort of AC bonus (as monster attack grows about at these levels as well as 12, 16, and 19); I suspect this is because this is how the Monk grows and because magic items to boost AC are more plentiful.
Thus, if going from unassumed magic items to assumed magic items, one might want to scale up monster AC and to hit to compensate.
But here comes an interesting thought: what if you took player magic gear (mainly weapons and armor) into account in determining the difficulty of combats. From casual tests, player characters run through the CR calculator end up with something like a CR 2/3rds their level. Give or take. It depends on how much they're holding back for a long day. I feel like it's more level divided by two, plus 1 per tier (5, 11, 17, 20) ...
Either way, +2 to hit and AC is +1 to CR based on the DMG calculator. If level is about double CR, then +1 to hit and AC is +1 level. That probably would work for a quick assessment; of course, you'll gauge what they can handle as you play. What this means is you could assume that a group in full +5 weapons and armor, at 15th level, could maybe be treated like a 20th level Party. That could prevent one from needing to adjust all monster stats (you can still Gear NPCs with some magic items and boost their CR).
Now, I wouldn't quite want to use 3E items without taking a look at them. Just tossing attunement on them would probably limit the Christmas tree effect (in 3E, I had a table I made for optimal magic item purchasing with weapons, armor, natural armor, deflection AC, save bonuses, and stat ups ...).
I know I just through a lot out there. It's late. I can't sleep. So I think about D&D. What do you think?
One thing I liked about 3E magic items is their piecemeal approach. I could design whatever I could think of. I could take spells and make them permanent and BAM, new magic item. The book gave me a value for this item and made me feel like they were fair against others of similar cost. Cool.
5E items feel infrequent. Yes, that means they're special, but it also means players don't get as much treasure. "You found 500 gold" means something different in a world where 2305 gold will buy you a +1 sword.
So, what would adding these items to the game do? I can wholeheartedly believe myself when I say that I think the game math isn't assuming magic to hit bonuses (the monster design guidelines in the DMG have ACs that go up about at 4, 5, 8, 9, 13, 17, or the same time they generally will see Attack increases). It does seem to assume some sort of AC bonus (as monster attack grows about at these levels as well as 12, 16, and 19); I suspect this is because this is how the Monk grows and because magic items to boost AC are more plentiful.
Thus, if going from unassumed magic items to assumed magic items, one might want to scale up monster AC and to hit to compensate.
But here comes an interesting thought: what if you took player magic gear (mainly weapons and armor) into account in determining the difficulty of combats. From casual tests, player characters run through the CR calculator end up with something like a CR 2/3rds their level. Give or take. It depends on how much they're holding back for a long day. I feel like it's more level divided by two, plus 1 per tier (5, 11, 17, 20) ...
Either way, +2 to hit and AC is +1 to CR based on the DMG calculator. If level is about double CR, then +1 to hit and AC is +1 level. That probably would work for a quick assessment; of course, you'll gauge what they can handle as you play. What this means is you could assume that a group in full +5 weapons and armor, at 15th level, could maybe be treated like a 20th level Party. That could prevent one from needing to adjust all monster stats (you can still Gear NPCs with some magic items and boost their CR).
Now, I wouldn't quite want to use 3E items without taking a look at them. Just tossing attunement on them would probably limit the Christmas tree effect (in 3E, I had a table I made for optimal magic item purchasing with weapons, armor, natural armor, deflection AC, save bonuses, and stat ups ...).
I know I just through a lot out there. It's late. I can't sleep. So I think about D&D. What do you think?