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Will items Break 5E?
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<blockquote data-quote="LordEntrails" data-source="post: 8739814" data-attributes="member: 6804070"><p>I haven't found items that break 5E. But I have found some that reduce the fun and/or reduce DM options. In brief;</p><ul> <li data-xf-list-type="ul">Truesight - items that provide this too much take away a lot of options. Such as; illusions, invisibility, fog, etc.</li> <li data-xf-list-type="ul">Horn of Valhalla, Bag of Tricks, etc - decrease player fun if used in combat (too many turns on one player, removes importance of PCs), but can be fun in story telling parts.</li> <li data-xf-list-type="ul">weapon of warning removes most ability to surprise the party and may be annoying to some DMs</li> </ul><p>Some other item comments:</p><ul> <li data-xf-list-type="ul">+X is not a big deal, but doesn't add much fun.</li> <li data-xf-list-type="ul">teleportation (helm) is really not a big deal, only allows travel to places recently' gone to and not new places, and can easily be controlled by DM effects.</li> <li data-xf-list-type="ul">Flying, changes how many encounters can be approached or engaged. DMs need to be aware of these impacts, but should be expected by tier 3.</li> </ul><p>To me, most magic does not break the game, but it causes a "escalation war". Where the more magic the party has, the stronger NPCs need to be. i.e. when PCs start doing 100 points of damage, NPCs need hundreds and hundred (or thousands) of HP to be challenging.</p></blockquote><p></p>
[QUOTE="LordEntrails, post: 8739814, member: 6804070"] I haven't found items that break 5E. But I have found some that reduce the fun and/or reduce DM options. In brief; [LIST] [*]Truesight - items that provide this too much take away a lot of options. Such as; illusions, invisibility, fog, etc. [*]Horn of Valhalla, Bag of Tricks, etc - decrease player fun if used in combat (too many turns on one player, removes importance of PCs), but can be fun in story telling parts. [*]weapon of warning removes most ability to surprise the party and may be annoying to some DMs [/LIST] Some other item comments: [LIST] [*]+X is not a big deal, but doesn't add much fun. [*]teleportation (helm) is really not a big deal, only allows travel to places recently' gone to and not new places, and can easily be controlled by DM effects. [*]Flying, changes how many encounters can be approached or engaged. DMs need to be aware of these impacts, but should be expected by tier 3. [/LIST] To me, most magic does not break the game, but it causes a "escalation war". Where the more magic the party has, the stronger NPCs need to be. i.e. when PCs start doing 100 points of damage, NPCs need hundreds and hundred (or thousands) of HP to be challenging. [/QUOTE]
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