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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
/snip

Nevermind

My point was, that later modules have a LOT less magic items. Whic his very true. Most of the items listed above are consumables. And, are those lists from Adventurers League adventures or from teh modules themselves?

For example, in the list I can find, there is exactly one magic weapon in GoS. Using this list:

 
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/snip

Nevermind

My point was, that later modules have a LOT less magic items. Whic his very true. Most of the items listed above are consumables. And, are those lists from Adventurers League adventures or from teh modules themselves?

For example, in the list I can find, there is exactly one magic weapon in GoS. Using this list:

The collection-of-adventure books are different, I'd say, from the single long campaign adventures. I listed CoS and ToA, which had a load of magic items. GoS is largely adaptations of old adventures, which I guess were some of the miserly ones? GoS is quite sparse with magic though, I'll agree, but it seems to be the exception, not the rule.
 

Princes of the Apocalypse is an official 5e adventure-path that is pretty filthy with loot. It gave out many rares and two Legendary, excluding the plot-mcguffins. I mean, it introduced 5 new Uncommon magic items and 2 new Rare items, plus a bunch of Very Rare/Legendary mcguffins.
 

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? The party always has to win? Then where is the risk? Sometimes crap happens. You can't always take the fork to the east. Sometimes, circumstances dictate that you are stuck taking the west fork. Or dying. Your choice. If the GM has screwed up and let in too many magic items(the premise of this discussion.) then the GM might want to correct it. One choice is the blunt GM to Player talk where the GM makes it clear that each player has to pick X value of items to loose. Another choice is in game losses. Nothing prevents the under-powered party from holding a grudge against said Thieves Guild and planning revenge for a later time. Or the GM could use a mutant Gelatinous Cube* that dissolves everything but living flesh and after ingesting the magic laden character(s), spits it/them out later naked but very much alive.
*Invented by a mage/lich/whatever that enjoyed watching via methods the item poor characters trying to escape the lair. Perhaps betting with friends on the success or not.
 

What? The party always has to win? Then where is the risk? Sometimes crap happens. You can't always take the fork to the east. Sometimes, circumstances dictate that you are stuck taking the west fork. Or dying. Your choice.
I already expanded on my reasoning at length. Which you'd know, if you read the thread first. But in short, the sort of ham-handed adversarial railroading you describe is exactly what a DM shouldn't do. And there's a middle ground between that and "the party always wins" that's wide enough to drive a continent through.
 

The collection-of-adventure books are different, I'd say, from the single long campaign adventures. I listed CoS and ToA, which had a load of magic items. GoS is largely adaptations of old adventures, which I guess were some of the miserly ones? GoS is quite sparse with magic though, I'll agree, but it seems to be the exception, not the rule.
Again, I dunno. Out of the Abyss isn't exactly rolling in magic items. Phandelver really doesn't have very many. Candlekeep Mysteries doesn't have a lot at all.

I think it's a bit hit or miss honestly. I mean, I went through Decent into Avernus as a player and ended the entire campaign without a single magic item. Granted, we did have a couple of doozies, but, there really isn't a whole lot of magic loot in the module.
 

/snip

Nevermind

My point was, that later modules have a LOT less magic items. Whic his very true. Most of the items listed above are consumables. And, are those lists from Adventurers League adventures or from teh modules themselves?

For example, in the list I can find, there is exactly one magic weapon in GoS. Using this list:

Except for the soverign glue which was lost in editing. All the items are copied from the hardcover book, into my notes.
 

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