Asisreo
Patron Badass
The thing with me is that I don't randomly roll and I don't necessarily let players completely influence my decisions on where and when magic items appear. If a player asked me about a magic item, I'd tell them if they knew where to look for such an item or something similar and if they did, I'd tell them as many clues as they'd realistically know.
Maybe I'll say "You've seen potions of healing being sold in the herbalist shop in the capital" or maybe I'll say "You don't know where it is, but you know of archebal, the wizard you've gone to academy with that has wrote a thesis on the item. He might not have it anymore, though"
If they don't have any clue, I'll tell them they'd have no clue and they should research it themselves using the DMG or XGtE rules based on the campaign I'm running. And even then, the item might just not exist because it doesn't add to my setting.
I don't have goblin lairs with flametounge or kobolds with frostbrands unless I specifically have the lairs dedicated to these rare items. Maybe the wielder was a demigod the goblins worship or something. At the same time, I might not like that idea and never implement it. I may never find the right place for a certain magic item in my world.
That's not to say I don't want my players to have fun, but I personally think it's weak to have a player's every whim in my game just because they might be spoiled.
5e isn't built to rely on magic items, so it's up to my players to realize that they shouldn't rely on them. It also makes the item feel special.
Maybe I'll say "You've seen potions of healing being sold in the herbalist shop in the capital" or maybe I'll say "You don't know where it is, but you know of archebal, the wizard you've gone to academy with that has wrote a thesis on the item. He might not have it anymore, though"
If they don't have any clue, I'll tell them they'd have no clue and they should research it themselves using the DMG or XGtE rules based on the campaign I'm running. And even then, the item might just not exist because it doesn't add to my setting.
I don't have goblin lairs with flametounge or kobolds with frostbrands unless I specifically have the lairs dedicated to these rare items. Maybe the wielder was a demigod the goblins worship or something. At the same time, I might not like that idea and never implement it. I may never find the right place for a certain magic item in my world.
That's not to say I don't want my players to have fun, but I personally think it's weak to have a player's every whim in my game just because they might be spoiled.
5e isn't built to rely on magic items, so it's up to my players to realize that they shouldn't rely on them. It also makes the item feel special.