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General Tabletop Discussion
*Dungeons & Dragons
Which classes shine/suffer in campaigns highly restricting found magic items?
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<blockquote data-quote="Swarmkeeper" data-source="post: 8197731" data-attributes="member: 6921763"><p>Given that the baseline assumption of the 5e CR system is no magic items, then theoretically no classes should suffer.</p><p></p><p>But, if I had to pick, I'd say the martial classes will have the toughest time of it, at least at first. Spellcasters can overcome monster resistance/immunity to non-magical weapons by using attack spells right from level 1. Martial characters will need to wait for any subclass magical kickers to come into play to overcome said resistance/immunity. But, then again, it takes a cooperative party to succeed and sometimes your character is just not in the spotlight or not as effective against a particular challenge. As long as you, as DM, are aware of this when planning encounters, you can make sure that every PC gets their chance to shine rather than just throwing monsters at them that will frustrate the martials for several levels. You can just let the players know that magic items will be rare and then they can plan their choices accordingly.</p><p></p><p>That said, we're running a campaign where permanent magic items are rare. Potions, scrolls, and other single use magic items we're inventing on the fly are not so rare. We've told players that their characters each start with one extra mundane item (could be armor, could be a weapon, could be some other adventuring item). That mundane item will gain magical properties at 4th, 8th, 12th, 16th, and 20th level (if the PC survives that is) and must be attuned. So far, only two PCs in the pool of characters (we have 13 players who have created 3 characters each - but only up to 6 players play at any given session) have made it to 4th level. The 4th level Beastmaster Ranger has a sharktooth necklace that now grants advantage on initiative rolls. The 4th level Phantom Rogue has an heirloom shortsword that now grants advantage on climb checks (for those really long rope climbs... I kid) or other physical checks while climbing - of course the weapon is now also considered magical for overcoming weapon damage resistance/immunity.</p></blockquote><p></p>
[QUOTE="Swarmkeeper, post: 8197731, member: 6921763"] Given that the baseline assumption of the 5e CR system is no magic items, then theoretically no classes should suffer. But, if I had to pick, I'd say the martial classes will have the toughest time of it, at least at first. Spellcasters can overcome monster resistance/immunity to non-magical weapons by using attack spells right from level 1. Martial characters will need to wait for any subclass magical kickers to come into play to overcome said resistance/immunity. But, then again, it takes a cooperative party to succeed and sometimes your character is just not in the spotlight or not as effective against a particular challenge. As long as you, as DM, are aware of this when planning encounters, you can make sure that every PC gets their chance to shine rather than just throwing monsters at them that will frustrate the martials for several levels. You can just let the players know that magic items will be rare and then they can plan their choices accordingly. That said, we're running a campaign where permanent magic items are rare. Potions, scrolls, and other single use magic items we're inventing on the fly are not so rare. We've told players that their characters each start with one extra mundane item (could be armor, could be a weapon, could be some other adventuring item). That mundane item will gain magical properties at 4th, 8th, 12th, 16th, and 20th level (if the PC survives that is) and must be attuned. So far, only two PCs in the pool of characters (we have 13 players who have created 3 characters each - but only up to 6 players play at any given session) have made it to 4th level. The 4th level Beastmaster Ranger has a sharktooth necklace that now grants advantage on initiative rolls. The 4th level Phantom Rogue has an heirloom shortsword that now grants advantage on climb checks (for those really long rope climbs... I kid) or other physical checks while climbing - of course the weapon is now also considered magical for overcoming weapon damage resistance/immunity. [/QUOTE]
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Which classes shine/suffer in campaigns highly restricting found magic items?
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