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Worlds of Design: Magic, Magic Everywhere

Are there too many magic items in your campaign?

sword-1557814_1280.jpg

Picture courtesy of Pixabay.

“…and a +5 Sword”​

The nature of fantasy adventure gaming, as set out by the original Dungeons & Dragons, is that the collection of treasure meant acquiring magic items. In earlier versions of D&D, magic items were one of the few ways a character could increase in power. That mindset, which is still pervasive in many tabletop fantasy role-playing games today, is that over time, those magic items add up. This is the “Monty Haul” campaign, in which characters have so many magic items that their power level far exceeds their level, and dungeon masters find themselves struggling to provide challenges for the player characters to keep the game fun. I’ve addressed how to deal with this before in “When There's Too Many Magic Items” and “Power Creep,” but there are certainly other ways as well.

Charging for Magic​

One idea I’ve floated for dealing with "magic item inflation" is for PCs to roll a die whenever a character uses an item, to find out if it “expires.” Different items can have different probabilities. For example, a wand might have a 5% chance of expiration. So when the player intends to use the item, they roll a 20 sided die and if a “1” results the item does not work! Never again, unless it’s rechargeable. (An alternative would be to have the item work, but then never work again. There could even be some form of magic that can assure that the item has at least one use left.) You could measure everything in percentages or use special dice: for example, item expires when a one is rolled on a d12. Or if the game only uses d6s, it might expire when 2d6 results in “snake eyes” (one chance in 36).

This limitation can be applied to all kinds of magic items, magic armor, shields, even swords, with the roll occurring at the end of an adventure or at the end of a gaming session (assuming the item had been in use). More or less “permanent” magic items would have very small chances of expiration. This is not perfect of course because items like armor and shields should become unusable after heavy accumulation of damage.

This concept isn’t new. Various magic items (usually wands) have had charges in different editions of D&D, and Fifth Edition has charged items recharge daily, requiring a die roll (often a d20) and if you a roll a 1, the item is destroyed (e.g., a staff of healing). And 5E’s attunement mechanism is an excellent method of reducing the number of magic items that can be used at any given time (as in “wish I’d thought of that”).

Implications​

Of course, if every magic item has a charge, it requires significant paperwork to keep track when it’s used. Another problem (assuming the original problem is your goal is to remove magic items through use) with this scheme is that it can result in “infinite” use, as the player never rolls badly enough to trigger expiration. But when the original AD&D alternative is that items can have 100 charges, or more likely infinite usage to begin with as they work without charges, this is not a real problem. For artifacts, perhaps infinite usage would be appropriate.

Giving any magic item a limited lifespan changes how characters interact with it in the world. Using a magic sword repeatedly might be discouraged for fear it could “run out” at the wrong moment, and thus only used in emergencies.

It should be noted that hard-earned magic items that are destroyed by a bad roll can be quite upsetting for PCs too, who might justifiably feel they "earned" it and be angry about losing something to a random die roll. As always, speaking with the group about how magic items operate is a good idea before rules like this are implemented.

Other Constraints​

Magic items don’t have to just be temporary. There are plenty of other ways they can be constrained:
  • Special Effects: Magic items can be loud or flashy when actiated, as I discussed in “How Subtle is your Sorcery?” which can end up making PCs with lots of magic items flashing warning signs to monsters and thieves who might run away or attack, depending on their relative power level.
  • Command Word: Does the magic item need a magic word or gesture? In my experience, this tends to be ignored in actual play, perhaps because it’s seen as an unnecessary impediment. Entire series of adventures can revolve around finding the word or gesture for a magic item. How easy is it to find out? The word might be written on the magic item. And in this case if someone just reads the word aloud does the item activate, the classic movie “gotcha?” Or it might be hidden in some ancient tome, or just about anywhere, as simple or elaborate as the GM likes.
  • Class Requirements: Another element that has become increasingly rare in Fifth Edition is character class requirements for use. This was at one point a major feature of thieves, who could use scrolls from other classes; it was later changed to Use Magic Device as a skill, which let the rogue ignore the restrictions of magic items assigned to a class or species.
  • Saving Throws: How easy is it to destroy an item during combat, or deliberately destroy something cursed or otherwise not beneficial? The “original” answer was that some spells could destroy items (saving throw allowed), but it was very difficult to destroy a cursed or evil artifact. Different editions of D&D could result in magic items be destroyed if the target rolled a natural 1 or the item was unattended, requiring the item to make a saving throw. Fifth Edition has largely eliminated magical items being destroyed at all.
Over time, D&D has shifted from an emphasis on “stuff” for power to innate abilities. Magic items are helpful in Fifth Edition but are not necessarily a requirement for characters to win battles against monsters (this doesn’t mean it will be easy!). As a result, the power creep of magic items – and the subsequent limitations that need to be imposed upon them – has shifted.

Which brings us to the simplest means of managing magic item power creep: be careful how PC acquire them in the first place.

Your turn: How do you manage magic item use when it starts to get out of hand?
 

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Lewis Pulsipher

Lewis Pulsipher

Dragon, White Dwarf, Fiend Folio
Yeah, to be clear it's been a thing since Ye Olden Dayes. I ran Night Below for 5e, and wow! But modern adventures are also filled with magic items... and Red Hand of Doom? I loved that adventure, it's one of the best, buuut wow yeah the magic items are overflowing.
On the other hand... I get it? It's a campaign, how many of them are you going to enjoy, give out some cool items.

But wanting both "give out lots of cool magic items" AND "maintain ability to challenge PCs without slaughtering them or bogging down the game," that can be ... difficult.
Heh. Red Hand of Doom is a "modern" module? It's 20 years old, or thereabouts. It's for two editions ago, and in 3e, the baseline was still a LOT of magic items.

Compare to modules published in the last couple of years. I just ran Shattered Obelisk and it had almost no magic items. Our party Warlock finished the campaign without finding a single magic weapon. In fact, all the magic weapons the party had were things that I added into the modules. Thinking about it further, they ended the campaign with very, very few magic items at all. The Glass Staff (if you know the module) was about the only magic weapon that comes to mind.

When I ran Ghosts of Saltmarsh, the party had nearly no magic items. They put a magic shop in Saltmarsh town, I think, specifically because the adventures had so few magic items.

I'm very early days into Out of the Abyss - the party is only 3rd level, and they will find their first magic item soon.

Modules dripping in magic items isn't really a problem anymore IME.
 

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A few thoughts about making magic items more interesting. Unfortunately it's possible to end up Monty Hall, for sure, although 5E's attunement system makes that boring because eventually PCs get the items they want and then tend to ignore every other item to come their way. None of these issues are actually that new in D&D. Items don't grow with the PCs, for one, so there's a hedonic treadmill of magical gear. Selling or trading items is something people often get upset by but really it helps PCs get rid of unwanted items and get better, more interesting things. So having a magic shop of some sort (maybe it's something you have to adventure for!) isn't necessarily bad.

Beyond that, I encourage people to play with magic item design, especially given how boring 5E magic items are overall.

For example, I have introduced "Legendary" items. These aren't what they say in the book, but instead the idea comes from Magic: The Gathering, where Legendary cards need to be unique in one's deck. A character can only have one Legendary item of a particular type. Here's an example for an Egyptian-themed campaign based on the classic Desert of Desolation.

Carta of Legends

These cards portray heroes of legend. Their names have been forgotten but their deeds carry down the ages and across the multiverse. Any spells are cast with the caster’s choice of Intelligence, Wisdom, or Charisma. Only one hero’s card can be attuned at a time. Here are two examples.

Alzanbaq al’Aswad (The Blackest Lily)

The face of this card portrays a beautiful, dark-haired half elf woman wearing dark leather armor, a black cloak, with a shield with the emblem of a bull’s head, the symbol of Ptah, the Opener of Ways. She holds a rune-carved rapier and has a lute on her back. Her eyes are a starfield. The obverse shows a tear in the fabric of reality.
  • Walking Speed +5’
  • Misty Step 1/short rest
  • Arcane Gate (burn card)

Qabdat Al’Qaswa (The Cruel Fist)

The face of this card shows a shaven-headed man with a queue, wrapped hands, and a strangely cruel look. One eye is slanted and the other appears to be a gemstone. He stands in a pose of martial readiness. A mace is tucked in in his sash.
  • Gain the Tavern Brawler feat
  • The user gains the effect of a Potion of Vitality (burn card)

So, built in are some nifty low-end bonuses but a very nice one-use item. I make sure as DM there comes a time when the burn ability is really tempting to use and then another carta will show up so the PCs get to experience the whole deck.
 

If you want to go with the magic item "expires" route I would do that on a per adventure basis, not per use....as the later it just way way way too much tracking for my taste.

After each main adventure, have the players roll for their items, and then expire the ones needed for the next adventure. Much simplier that way.
 

Yeah, playing the "untouchably high level NPC comes in and steals the party's stuff" card might as well be the direct hand of the DM reaching into the game world and forcing things on the PCs. And that never goes well. It's the worst sort of railroading and DM fiat, where instead of being open to the players about needing to make an edit it gets dressed up as an in-game event.

I'm sorry, but if any DM pulled that on me I wouldn't be playing with them anymore. This sort of thing is what most of the "bad gamer stories" my friends throw around deal in.
What if the Thieves' Guild was say "higher level" and the PCs got blown off as scrubs in the area, but then the player's leveled up, came back and triumphed?

Wouldn't that just be a factor of the world and not DM direct hand per se?

Not debating...just curious at what level it changes from in game setting/story to fiat, in your opinion.
 

What if the Thieves' Guild was say "higher level" and the PCs got blown off as scrubs in the area, but then the player's leveled up, came back and triumphed?

Wouldn't that just be a factor of the world and not DM direct hand per se?
Long, long ago I ran into the concept of the Grudge Monster. Something that's entirely out of place and perfectly counters one or more of the PCs, that was put there by the DM specifically to ruin the player's day. It was probably in the collection of AD&D 1e era Dragon magazines I inherited.

If high level NPCs exist in the world, that's fine. If the actions and choices of the players incite the ire of those NPCs, that too is fine. Basic "f- around and find out" principle, as long as the cards were on the table. And there's also room for the classic "Evil warlord storms through and burns down the protagonist's home village, inciting them on a journey of heroism and eventual revenge" story.

So where does the previous scenario fail that test? In several places. The cards were not on the table; the PCs didn't knowingly choose to cross these high level NPCs. It serves no story purpose; it's purely a function of the DM regretting how generous they previously were. And most importantly, as others have touched on, players hate having their stuff stolen.

This is something there's solid psychological research about. Humans, as a general rule, are loss adverse. When asked to balance the potential for gain against the risk of loss, most people land at a ratio of two to one. Which is to say, losing something you had is twice as painful as never getting it in the first place. Humans hate having their hard earned rewards yanked away from them. It's why tax relief is the oldest political platform known to history.

So having NPCs deliberately go for the player's fancy toys is a dangerous move that risks ruining the fun of everyone else at the table, and having it come in the form of untouchably high level NPCs with no cause or warning is a pure Grudge Monster.
 

Long, long ago I ran into the concept of the Grudge Monster. Something that's entirely out of place and perfectly counters one or more of the PCs, that was put there by the DM specifically to ruin the player's day. It was probably in the collection of AD&D 1e era Dragon magazines I inherited.

If high level NPCs exist in the world, that's fine. If the actions and choices of the players incite the ire of those NPCs, that too is fine. Basic "f- around and find out" principle, as long as the cards were on the table. And there's also room for the classic "Evil warlord storms through and burns down the protagonist's home village, inciting them on a journey of heroism and eventual revenge" story.

So where does the previous scenario fail that test? In several places. The cards were not on the table; the PCs didn't knowingly choose to cross these high level NPCs. It serves no story purpose; it's purely a function of the DM regretting how generous they previously were. And most importantly, as others have touched on, players hate having their stuff stolen.

This is something there's solid psychological research about. Humans, as a general rule, are loss adverse. When asked to balance the potential for gain against the risk of loss, most people land at a ratio of two to one. Which is to say, losing something you had is twice as painful as never getting it in the first place. Humans hate having their hard earned rewards yanked away from them. It's why tax relief is the oldest political platform known to history.

So having NPCs deliberately go for the player's fancy toys is a dangerous move that risks ruining the fun of everyone else at the table, and having it come in the form of untouchably high level NPCs with no cause or warning is a pure Grudge Monster.
Thank you very much. I understand and agree.
 

Heh. Red Hand of Doom is a "modern" module? It's 20 years old, or thereabouts. It's for two editions ago, and in 3e, the baseline was still a LOT of magic items.

Compare to modules published in the last couple of years. I just ran Shattered Obelisk and it had almost no magic items. Our party Warlock finished the campaign without finding a single magic weapon. In fact, all the magic weapons the party had were things that I added into the modules. Thinking about it further, they ended the campaign with very, very few magic items at all. The Glass Staff (if you know the module) was about the only magic weapon that comes to mind.

When I ran Ghosts of Saltmarsh, the party had nearly no magic items. They put a magic shop in Saltmarsh town, I think, specifically because the adventures had so few magic items.

I'm very early days into Out of the Abyss - the party is only 3rd level, and they will find their first magic item soon.

Modules dripping in magic items isn't really a problem anymore IME.
Ha I think my problem in communication is that I consider 3e and afterwards "modern" DnD- it's post-TSR DnD, modern ability score definitions n rules (10=0, 12=+1, etc).

But I think you might underestimate the magic items provided in 5e adventures.
As far as 5e adventures go, let's look at Curse of Strahd, an adventure that folk often think is low in magic. We see, however, that the number of magical items in it are not few:
  • Possible magic items in Vistanti tents and wagons
  • Icon of Ravenloft
  • Mace of Terror
  • Manual of Bodily Health
  • Instrument of the bards (Doss Lute)
  • Daern's instant fortress
  • +2 shield
  • Alchemy jug
  • Helm of Brilliance
  • +1 rod of the pact keeper
  • Potions of greater healing
  • Potions of healing
  • Potions of poison
  • Potion of heroism
  • +1 intelligent shortsword
  • Saint Markovia's thighbone
  • Deck of Illusions
  • Staff of power
  • Luck Blade
  • Spell scrolls (magic circle, cone of cold, fireball, lightning bolt, protection from fiends, protection from undead, heroe's feast, mass cure wounds, revivify, wall of fire, bless, protection from poison, spiritual weapon)
  • +2 plate armor
  • Elixirs of health
  • Bag of Tricks
  • Ring of warmth
  • Potions of invulnerability
  • +2 greatsword
  • Potion of superior healing
  • Statuette of Saint Markovia
  • Oil of sharpness
  • +1 sling bullets
  • Pipes of haunting
  • Stone of good luck
  • Wand of Secrets
  • Robe of useful items
  • Control amulet for a shield guardian
  • Staff of frost
  • Tome of Understanding
  • Magical ewer
  • Magic battle axe
  • Blood spear
  • Silvered shortsword
  • Silver rapier
  • Cloak of protection
  • Various spellbooks with wizard spells; a library with literally every wizard spell in the game
  • Gulthias staff
  • Holy Symbol of Ravenkind
  • Sunsword

That's not a bad list.
What about Tomb of Annihilation? Forgive the formatting, these lists are other DM's good n helpful work:
  • Volo's Guide to Monsters (for sale)
  • +1 ammunition (for sale)
  • +1 shield, wooden (for sale)
  • +1 dagger (for sale)
  • +1 yklwa (for sale)
Ring of resistance [fire]
  • Potion, common
  • Potion, uncommon
  • Spell scroll, 1st level
  • Spell scroll, 2nd level
  • Spellbook (reward)
  • Sending stone (only one of the pair, linked to Ras Nsi)
  • Alchemy Jug (zone 6E)
  • Circlet of blasting
  • Nolzur's marvelous pigments (reward)
  • Ring of jumping (reward)
  • Spell scroll of commune with nature (zone 4)
  • Mask of the beast (zone 4)
  • Potion of healing x4 (zone 10G)
  • Spell scroll of lesser restoration x2 (zone 10G)
  • Spell scroll of purify food and drink x2 (zone 10G)
  • +1 arrow x5 (zone 10G)
  • Bowl of commanding water elementals (zone 10G)
  • Sending stones (zone 10I, only one of the pair, linked to Captain Zaroum Al-Saryak)
  • Spell scroll of arcane gate x2 (zone 4)
  • Teleportation circle (zone 6)
  • Moradin's Gauntlet (zone 6)
  • Spell scroll of knock
  • Spell scroll of Leomund's Tiny Hut
  • Potion of water breathing
  • Sending stones (only one of the pair, linked to Liara Portyr)
  • Cape of the mounteback
  • Ring of animal influence
  • Potion of poison x4 (zone 3B)
  • Spell scroll of comprehend languages
  • Potion of greater healing
  • Folding boat (zone 2)
  • Spell scroll of protection from evil and good [undead] (zone 6)
  • Wand of fear
  • +1 single bullets x5
  • Potion of healing x2
  • Mithral breastplate (zone 5)
  • Potion of greater healing (zone 14)
  • +1 battleaxe (with enchantment, zone 14)
  • Shield guardian control amulet (zone 3)
  • Midnight tears (zone 7)
  • Helm of telepathy (zone 13)
  • Potion of greater healing (zone 15)
  • Immovable rod (zone 19E)
  • Spellbook (zone 19E)
  • Random magic items
  • Magical shield
  • Flame tongue longsword
  • Sending stone (only one of the pair, linked to Salida)
  • Bracers of defense
  • Spellbook
  • Serpent venom x20
  • Essence of ether x5
  • Torpor x5
  • Ring of protection
  • Enchanted gold tankard
  • Spell scroll of remove curse
  • Staff of the python
  • Mace of terror
  • Enchanted ink pot
  • Spellbook
  • Staff of striking
  • Amulet of health
  • Potion of poison
  • Petrified grung egg (pearl of power with poison resistance)
  • Ghost Lantern
  • Amulet of the black skull
  • Manual of golems (clay)
  • Spellbook
  • Gray Slaad control gem
  • +1 yklwa
  • Wand of wonder
  • Bracers of archery (with enchantment)
  • Potion of diminution
  • Bead of force
  • +1 shield
  • Instruments of the bards (canaith mandolin)
Mirror of Life Trapping
  • Scorpion armor
  • Necklace of fireballs (cursed)
  • Robe of scintillating colors
  • Magic longsword
  • Gem of brightness
  • Heartstone x3
  • Soul bag x3
  • Spellbook x3
  • Hag eye
  • Staff of the Forgotten One
  • Talisman of the Sphere
  • Sphere of Annihilation
  • Horn-rimmed spectacles
  • Music box
  • Spell scroll of create undead
  • Spell scroll of fabricate
  • Spell scroll of resurrection
  • Spellboox x6
  • Ring of winter
  • Bookmark
  • Holy Avenger

As you can see, ToA's list is MASSIVE. Several of those listed are unlikely to be acquired by the party, but even so... huge list of magic items acquired through the campaign.
 

If you want to go with the magic item "expires" route I would do that on a per adventure basis, not per use....as the later it just way way way too much tracking for my taste.

After each main adventure, have the players roll for their items, and then expire the ones needed for the next adventure. Much simplier that way.
The game Black Sword Hack has the concept of Usage Die. So you might have it work like this: You use an item, you roll a die of a specified type, D20, D12, D10, D8, D6, or D4 (higher is better). Most Usage dice in BSH are D8s or D6s. If you roll a 1 or 2, the die type reduces. When you're rolling UD4 and it reduces, the resource is used up. BSH uses it for a number of things, but it would work great for an unstable magic item of some sort, say a wand or staff that has some unknown number of charges. The roll interval would be set to determine how quickly it goes away, or the Usage Die could simply be rolled every time the item is used.
 

Advice to GMs - Dont give too many magic items out and it wont be a problem

Attunement means that item powers can be gated behind level and stat ranks, I like legendary weapons that have influence and narrative "worthiness" gates too. I also think that all magic weapons and armour should be legendary - they should have stories and thematic abilities not just +1 to 3 bonuses.

Give me a unbreakable Shield of the Champion that grants Inspiring Leadership and then levels up and gives a feat slot so I can use the Shield Master Feat. Then add a Returning property so it can be thrown to knock down an enemy. Later level up to give it Richocet and multiple Knock Down
Hey, Hey, Just say Captain Waterdeep's Shield. Okay.
 

Heh. Red Hand of Doom is a "modern" module? It's 20 years old, or thereabouts. It's for two editions ago, and in 3e, the baseline was still a LOT of magic items.

Compare to modules published in the last couple of years. I just ran Shattered Obelisk and it had almost no magic items. Our party Warlock finished the campaign without finding a single magic weapon. In fact, all the magic weapons the party had were things that I added into the modules. Thinking about it further, they ended the campaign with very, very few magic items at all. The Glass Staff (if you know the module) was about the only magic weapon that comes to mind.

When I ran Ghosts of Saltmarsh, the party had nearly no magic items. They put a magic shop in Saltmarsh town, I think, specifically because the adventures had so few magic items.

I'm very early days into Out of the Abyss - the party is only 3rd level, and they will find their first magic item soon.

Modules dripping in magic items isn't really a problem anymore IME.
here are the magic items given out in Saltmarsh. ignore the table stuff as it was Adventure league note.
Potions of Healing *2

Bag of Holding, Luckstone page 229, Mariner’s scale Armor, Pipe of Remembrance page 229, Scroll Gust of Wind,

Helm of Underwater Action, Potion of Water Breathing, Pearl of Power, +1 Long sword,

Scroll Gust of Wind, Scroll Protection from poison, Potion of Heroism, Potion of Water Breathing, Cloak of Protection Table F.

Potion of Healing * 6, Scroll of Command, Scroll of Hold Person, Bag of Holding, Mithral Armour Medium (any), Boots of Striding and Springing, Scroll of Light, Scroll of Bless, Scroll of Silent Image, Scroll of Phantasmal Force

Potions of water Breathing *12, clock of manta ray table B, Sekolahian Worshipping Statue page 229, Potion of Healing * 3 , Medium +1 Scale Mail made of magically strengthened driftwood and coral (druid can use this).

Potion of Greater Healing *2, Brooch of Shielding Table F, Charm of Plant Control TP 2 page 229, Oil of Slipperiness Table B * 2, +2 bolts * 12 Table C, Quaal’s Feather Anchor Token Table C, Helm of Underwater action TP 2 page 229, Ring of Free Action Table G, Potion of Water Breathing * 3, Immovable Rod Table B, Folding Boat Table C, Bag of Holding Table B, Pressure Capsules TP 2 Page 229, +1 Breastplate Table H, Sovereign Glue Table E,

Potions of Healing *3, Potions of Greater Healing * 4, Potions of Water Breathing * 6,

Instrument of the bards Cli Lyre Table G.
 

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