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General Tabletop Discussion
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Would you let your player choose their magic items they get?
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<blockquote data-quote="doctorbadwolf" data-source="post: 7986098" data-attributes="member: 6704184"><p>I figure out with characters what magic items they have, and while some magic item loot is rolled randomly ahead of time and given to NPCs they may fight or otherwise deal with, some of the loot will be things the PCs will want. I also let the PCs craft pretty much whatever they want. </p><p></p><p>IME, 5e just kinda...doesn't break. In a given campaign, I know how to build encounters for the group, what will challenge them vs what will be easy, tempered by just making the world make sense, and stuff like higher stats from rolling vs lower point buy, bonus level 1 feat or not, lots of magic items vs none/few, long adventuring days vs purely plot driven time constraints and thus many days being fairly "short" in terms of combat, etc, none of it breaks the game.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 7986098, member: 6704184"] I figure out with characters what magic items they have, and while some magic item loot is rolled randomly ahead of time and given to NPCs they may fight or otherwise deal with, some of the loot will be things the PCs will want. I also let the PCs craft pretty much whatever they want. IME, 5e just kinda...doesn't break. In a given campaign, I know how to build encounters for the group, what will challenge them vs what will be easy, tempered by just making the world make sense, and stuff like higher stats from rolling vs lower point buy, bonus level 1 feat or not, lots of magic items vs none/few, long adventuring days vs purely plot driven time constraints and thus many days being fairly "short" in terms of combat, etc, none of it breaks the game. [/QUOTE]
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Community
General Tabletop Discussion
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Would you let your player choose their magic items they get?
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