W'rkncacnter
Hero
HOW DO THESE KEEP GETTING THROUGH?! ARE YOU PEOPLE MAGIC?!But, that's the problem. 3e had the wealth by level tables, as did 4e, and people did nothing but [swear] about it.
HOW DO THESE KEEP GETTING THROUGH?! ARE YOU PEOPLE MAGIC?!But, that's the problem. 3e had the wealth by level tables, as did 4e, and people did nothing but [swear] about it.
That's fine with me, as I usually never know which characters will be in a given adventure anyway there's always going to be some extra unused items even if I try to curate ahead of time.never randomize.
while it sounds logical, it just uses your time without any payout for anyone.
especially if you spent time to create a custom, cool item.
at best it will be vendored if found as loot as a glorified platinum bar, at worse if for sale, simply ignored.
If I put a Necromancer spellbook in an adventure and the party doesn't happen to have a Necromancer at the moment, them's the breaks. They can still turn it into cash.just save yourself time and dont bother with items that no one in the party can use in any decent capacity.
In a WotC edition, yes. In a TSR edition where items are much more easily broken there's room for a lot more turnover.limiting is always a good idea to keep the reins on how much items are in circulation.
In-character it makes a lot of sense that they'd go for the most practical items first. Hard to complain about that.See, that's even more pointless to me. Endlessly frustrating the players - "Oh, sorry, you can't find that magic item today, come back later" - is not improving anything. Because players only try to buy stuff that's 100% practical. They will never buy stuff that's interesting. Making it into a random loot bag every time they roll into a town isn't resolving the problem.
I should do more of this also. That said, while items of Holding are common as dirt in the current game, in mine they're still very rare; and if one comes up in a treasury or on a shopping list there's usually a lineup to claim or buy it.I get that this is a me problem. Totally understand. If I actually had the energy to do it, every single magic item would be completely random. There would never be a list of magic items by rarity. There would never be Bags of Holding. There might be a Box of Holding, or a Locket of Holding, or a Boot of Holding (that might actually be pretty funny),
Do your PCs not sell off items they can't use or no longer need?but, nothing would ever be for sale.
Not familiar with the Griffon's Saddlebag - what's that?I ADORE things like The Griffon's Saddlebag. That's where I get all the magic items I parcel out now. I haven't opened the DMG for a magic item in months.
Further, the randomizer doesn't (and shouldn't) care whether a given player is playing her Nature Cleric or her Fighter or her Magic-User at the time a party going shopping; it just spits out what it spits out and there's either something(s) useful there or there isn't.Whether or not something like what @Lanefan does is a waste of time depends greatly on what your goals are. If you want the effect of verisimilitude and realism in what might be available, you have to allow for the possibility that what is available at any given time isn't exactly what the players want for their PCs.
Then go play that.Seems to have been popular enough in Skyrim!
I would point you in the direction of The Griffon's Saddlebag - Reddit - The heart of the internet - there are a mountain of really interesting magic weapons there. For example, one I gave out in my Phandelver campaign was a magic axe that negates Incorporeal for 1 minute. A minor magic item - uncommon IIRC. But, so much more interesting for a character that was focused on undead hunting than a flaming sword.I get it, but what is alternative?
bashing someone on the head for 20 levels with same crappy sword you got in boot camp?
that sure is not fun either...
what?HOW DO THESE KEEP GETTING THROUGH?! ARE YOU PEOPLE MAGIC?!
This is good actuallyIt's a treadmill with zero actually chance of getting ahead because the DM controls the baddies. Oh, you're now doing 30% more damage per round? Ok, I'll just up the number of HP in the encounter by 30% and let's go.![]()
a Ghost touch weapon, nice.I would point you in the direction of The Griffon's Saddlebag - Reddit - The heart of the internet - there are a mountain of really interesting magic weapons there. For example, one I gave out in my Phandelver campaign was a magic axe that negates Incorporeal for 1 minute. A minor magic item - uncommon IIRC. But, so much more interesting for a character that was focused on undead hunting than a flaming sword.
think of magic items as abstract "feat slots". you can have only so many of them and you can attune to only 3 of them(usually)./edit to add. Poke for @Lanefan. Here's one of the, IMO, best repositories of magic items out there. This is all I ever use.
And, as far as "selling magic items", sure, go ahead. But, again, if I had my druthers, that would be like someone selling a Rembrant. Sure, it happens, but, not every day.
But, it's all part of the Harry Potterification of D&D. More magic all the time. Never ending deluge of incredibly boring stuff that doesn't make any difference. That's the point. If the party ups their damage output, the DM will just adjust encounters to suit. Woohoo, bigger numbers. Do not care in the slightest.
That is a great magic item and a very cool idea and I would like to have that instead of +1 sword any day of the week, but sometimes, someone just wants to have a better weapon.I mean, I gave a helmet to the party that lets you pull off your own head and fly around, headless horseman style while breathing burning hands spells. To me? That's a MAGIC item. A magic sword that just does more damage? I'd rather just write +5 damage on your character sheet and not have to worry about it. You want to do more damage? Great. Ok. Here's +5 damage on your attacks. Anything else you would like?