Interesting. I don't see how to belt is a huge force multiplier.
Because it really isn't. It's a nice item, very nice for non-dwarves who lack innate darkvision, but - especially since it requires attunement - nothing that's going to make a character massively more powerful.
I suspect he may have been conflating it with a belt of giant strength
Possibly, though I'd say in practice those aren't that massively powerful either (if definitely stronger than a Belt of Dwarvenkind, even the least powerful variant). It's unlikely that characters who benefit greatly from high Str aren't already close to 18+ Str by the time getting a rare item becomes a distinct possibility. Instances where a character's Str mod goes from +2 to +5 are arguably going to be contrived.
They are not big issues at the margins but rather when handed to a character who has str as a dump stat, particularly if martial or hybrid
They aren't getting rare items until tier 2 play if going by the DMG's suggestions, and likely not until late tier 2 (since acquiring permanent uncommon ones shouldn't start before tier 2 either). If they had Str as a dump stat for 7-8-9 levels I sort of expect it not to matter too much; the major benefit is likely to be making multiclassing viable, but even that doesn't seem problematic to me. If the campaign starts at higher levels and the character gets that belt right away so they don't have to suffer from the dump stat, I'd say that's a choice the DM made.
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So, the belt gives additional max HP equal to your level the next time you level up and +1 each time thereafter, +1 to Con saves, advantage on saving throws against poison and resistance to poison damage plus Darkvision. On a more situational note, it gives you advantage on persuasion checks against Dwarves and, very situationally useful, the ability to know Dwarvish.
I mean, it's no Armour of Invulnerability, but it seems pretty powerful to me?
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
I ask my players during session zero (and remind them periodically) to keep their top 3-5 'wishes' for items in the notes section for their character.
If they do something run-of-the-mill, they get whatever I give them. If one character has particular involvement in something, the quest is tied to their backstory, or it was something particularly dangerous they undertook - they might then get something from their wish list.
If the group as a whole does something amazing, then I roll to select a random player first, then pick one of their items to hand out.
I'd rather give them something they want and will be excited to use, but they have to earn it.
From what I'm seeing here, I'm left with one question? What ever happened to being surprised? I'd personally never ask a DM for an item. (Unless I was specifically questing to find that item).
The idea of asking for an item.. then having it given to you just seems to ruin the point of the game for me. It's sad to see the entitled mindset work it's way into the game.
From what I'm seeing here, I'm left with one question? What ever happened to being surprised? I'd personally never ask a DM for an item. (Unless I was specifically questing to find that item).
The idea of asking for an item.. then having it given to you just seems to ruin the point of the game for me. It's sad to see the entitled mindset work it's way into the game.
It depends on the player. I, personally, don't really try to get specific magic items because I like to be surprised, but I understand someone who sees a really cool magic item and wants to get it for their character. Honestly, it's kind of overdramatic to lament an "entitled mindset". It's a game with lots of cool magic items in it... is it really that weird for someone to hope to get a specific one?
From what I'm seeing here, I'm left with one question? What ever happened to being surprised? I'd personally never ask a DM for an item. (Unless I was specifically questing to find that item).
The idea of asking for an item.. then having it given to you just seems to ruin the point of the game for me. It's sad to see the entitled mindset work it's way into the game.
It depends on the player. I, personally, don't really try to get specific magic items because I like to be surprised, but I understand someone who sees a really cool magic item and wants to get it for their character. Honestly, it's kind of overdramatic to lament an "entitled mindset". It's a game with lots of cool magic items in it... is it really that weird for someone to hope to get a specific one?
D&D is not Xmas, where you send a letter off to Santa Claus and proxies of his give you what you wished for.
Except it is that way at some tables. Once again, try to remember that your experience is not definitive of the game.
Honestly, if a player wrote out their 3 most wanted attunement items for tier 2, they'd just end up disappointed that they had the mundane, dreary items from the DMG while the rest of my players are packing world specific, character specific, homebrewed items of awesomeness.
Around level 7, my players got to visit an interdimensional magic item market deep within a mountain - kind of like the tradeperson's fare, where the magic item shop owners go to stock up. Every common, 75% of uncommon and 40% of rare items were available to buy there (e.g. go to the relevant vendor, ask for the item, roll % dice to see if it's there). It didn't break the game. They came away with 3 or 4 Uncommon items before overthrowing the duergar who ran half the market and had to run for their lives.
From what I'm seeing here, I'm left with one question? What ever happened to being surprised? I'd personally never ask a DM for an item. (Unless I was specifically questing to find that item).
The idea of asking for an item.. then having it given to you just seems to ruin the point of the game for me. It's sad to see the entitled mindset work it's way into the game.
It depends on the player. I, personally, don't really try to get specific magic items because I like to be surprised, but I understand someone who sees a really cool magic item and wants to get it for their character. Honestly, it's kind of overdramatic to lament an "entitled mindset". It's a game with lots of cool magic items in it... is it really that weird for someone to hope to get a specific one?
D&D is not Xmas, where you send a letter off to Santa Claus and proxies of his give you what you wished for.
Except it is that way at some tables. Once again, try to remember that your experience is not definitive of the game.
Amen to that and well said Born of Fire!
We share ideas here and you pick and choose what you like and build it in to your own games.
To clarify, I'm not giving my players just what they ask for, but in my experience, players often have a list of things they would like and rather than having them tell me repeatedly that they are looking for something in particular, I get them to add it to their notes so that I can give them what they want - when the moment is right.
I've hinted on numerous occasions through two campaigns that I would love to come across the eye and hand of Vecna, but my DM just won't give them to me. :>)
The thing is, the quest for a special magic item can lead to some great adventures. If the player shows initiative and goes off and researches where to find such an item, and the party is willing to help him get it from some distant complex of tombs, then it becomes fun.
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Netherlands, GMT +1 // “Absorb what is useful, discard what is not, add what is uniquely your own.” — Bruce Lee
In DM mode - zero issue with being asked (pester power isn't something that works though) and I'd certainly make a note and stick it "on the list", but depending on how much is going on in the Campaign X amount of players X their already requested requests Divided by Quests (X objectives required), to the square root of actual Campaign Quests... it certainly does happen and can usually be slotted in pretty easily - I'll always welcome a player interested in the Campaign over one that's a Power Player, but the wanting cool stuff certainly doesn't mean someone's a Power Player, it's just there's often A Lot going on in a Campaign.
It also may depend on how they've set up their campaign, are Quests time sensitive etc. etc?
They aren't getting rare items until tier 2 play if going by the DMG's suggestions, and likely not until late tier 2 (since acquiring permanent uncommon ones shouldn't start before tier 2 either). If they had Str as a dump stat for 7-8-9 levels I sort of expect it not to matter too much; the major benefit is likely to be making multiclassing viable, but even that doesn't seem problematic to me. If the campaign starts at higher levels and the character gets that belt right away so they don't have to suffer from the dump stat, I'd say that's a choice the DM made.
Want to start playing but don't have anyone to play with? You can try these options: [link].
So, the belt gives additional max HP equal to your level the next time you level up and +1 each time thereafter, +1 to Con saves, advantage on saving throws against poison and resistance to poison damage plus Darkvision. On a more situational note, it gives you advantage on persuasion checks against Dwarves and, very situationally useful, the ability to know Dwarvish.
I mean, it's no Armour of Invulnerability, but it seems pretty powerful to me?
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
I ask my players during session zero (and remind them periodically) to keep their top 3-5 'wishes' for items in the notes section for their character.
If they do something run-of-the-mill, they get whatever I give them. If one character has particular involvement in something, the quest is tied to their backstory, or it was something particularly dangerous they undertook - they might then get something from their wish list.
If the group as a whole does something amazing, then I roll to select a random player first, then pick one of their items to hand out.
I'd rather give them something they want and will be excited to use, but they have to earn it.
From what I'm seeing here, I'm left with one question? What ever happened to being surprised? I'd personally never ask a DM for an item. (Unless I was specifically questing to find that item).
The idea of asking for an item.. then having it given to you just seems to ruin the point of the game for me. It's sad to see the entitled mindset work it's way into the game.
It depends on the player. I, personally, don't really try to get specific magic items because I like to be surprised, but I understand someone who sees a really cool magic item and wants to get it for their character. Honestly, it's kind of overdramatic to lament an "entitled mindset". It's a game with lots of cool magic items in it... is it really that weird for someone to hope to get a specific one?
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Except it is that way at some tables. Once again, try to remember that your experience is not definitive of the game.
Honestly, if a player wrote out their 3 most wanted attunement items for tier 2, they'd just end up disappointed that they had the mundane, dreary items from the DMG while the rest of my players are packing world specific, character specific, homebrewed items of awesomeness.
Around level 7, my players got to visit an interdimensional magic item market deep within a mountain - kind of like the tradeperson's fare, where the magic item shop owners go to stock up. Every common, 75% of uncommon and 40% of rare items were available to buy there (e.g. go to the relevant vendor, ask for the item, roll % dice to see if it's there). It didn't break the game. They came away with 3 or 4 Uncommon items before overthrowing the duergar who ran half the market and had to run for their lives.
Amen to that and well said Born of Fire!
We share ideas here and you pick and choose what you like and build it in to your own games.
To clarify, I'm not giving my players just what they ask for, but in my experience, players often have a list of things they would like and rather than having them tell me repeatedly that they are looking for something in particular, I get them to add it to their notes so that I can give them what they want - when the moment is right.
I've hinted on numerous occasions through two campaigns that I would love to come across the eye and hand of Vecna, but my DM just won't give them to me. :>)
But to craft a magical item you need an Artificer
The thing is, the quest for a special magic item can lead to some great adventures. If the player shows initiative and goes off and researches where to find such an item, and the party is willing to help him get it from some distant complex of tombs, then it becomes fun.
Netherlands, GMT +1 // “Absorb what is useful, discard what is not, add what is uniquely your own.” — Bruce Lee
In DM mode - zero issue with being asked (pester power isn't something that works though) and I'd certainly make a note and stick it "on the list", but depending on how much is going on in the Campaign X amount of players X their already requested requests Divided by Quests (X objectives required), to the square root of actual Campaign Quests... it certainly does happen and can usually be slotted in pretty easily - I'll always welcome a player interested in the Campaign over one that's a Power Player, but the wanting cool stuff certainly doesn't mean someone's a Power Player, it's just there's often A Lot going on in a Campaign.
It also may depend on how they've set up their campaign, are Quests time sensitive etc. etc?
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