I really did do a search first, but found nothing. Back in 2nd Edition we had over 2,ooo magic items. More if you count generic options to say take a flame sword (for example) and make it a flame whip or a flame flail. And even more with tables for some 4 billion+ combinations of new magic items from scratch.
Did something in 5E happened that I am not aware of? (talking like storywise or Realm change, etc.)
Nope, nothing story wise - 5e just was rebalanced around having fewer items and a simpler (probably too simplistic) item system. This was an (over)reaction against prior editions, where the volume of items could be seen as unwieldy and intimidating for newer players. Additionally, the wide breadth of items in prior editions meant more interactions and more ways to accidentally break the game, making it harder on DMs who wanted to anticipate player actions and power.
5e is a much simpler game and one of those simplifications were a dramatic change to the number of magic items and how they dealt with magic items (my opinion).
I myself since I started gaming in 78 have not had magic items be an issue in fact I am happy when players use items to defeat what every encounter/situation I have planned as they game IMHO is about problem solving at its basic level (whether you bash it, talk it down, use items or run away).
5E changed so most magic items are not really needed. When most monsters have under AC 20 no need for a magical sword. Most monsters are not immune to regular weapons ; they just take half damage. SO no more golf club bag of swords to hit monsters.
Class features are also now way more robust than they used to be. In 2e and before, you had a few features from your class and then most of the kit you had available came from the magic items you collected throughout your career. Now you get class features nearly every level, subclass features every few levels, and optional feats that can be unlocked when leveling up as well.
It's more simplistic and character focused, with loot as a seasoning and not the full dish.
@Caerwyn_Glyndwr I appreciate the response. The following is not a reflection upon you, as you are the one being helpful/messenger. Firstly, I recognize I have a 2nd Ed bias. Secondly, I also realize I am a Johnny come lately to 5thEd....
But I gotta ask is that what they (Wizards) pitched? And stuck with (nearly) a decade later? *scratches head* I mean I'd go into to how (nearly) everyone starts pretty much the same...borrowing books and dice. But why bother lol, it is what it is.
As to breaking the game ...IDK, I mean (and not in an Eddy Haskel way) if you vanilla'ize the game then spice/options could run amuck.
As to making it harder on DM's... yeah believe it or not I see this... a good DM is rare, great ones are even rarer. Really does takes a special someone to balance it all out (Players/story/mechanics/etc.) And I see, if Wizards goal was to make it soooo dumbed (<--and I say that with love not hate) down that anyone could DM.
@spammdc, Agreed. I admit there are things about 5E I really do like, and things not so much. Never had problems with magic items myself...accept when looking something up to give the players and it no longer a thing in 5E (lol) and then I have to do more work (going outside of purchased products) to 5E it into my campaign... like quiver of plenty<--that should be a staple item (imho). There are literal cannon characters (all be it 2nd Ed) like Drizzt Do'urden who has one (and Catti-Brie before him). But I digress.
@ahandle101 ummm tyvm for the help, I think. Could be wrong..kinda feels like ya read the title and nothing of the subject, but it is cool. I appreciate your time and effort.
In large part it's a backlash against 3rd and 4th Edition, which were both heavily balanced around the idea that PCs would be gaining new/upgraded magic armor and weapons at a pace that few GMs actually kept to.
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Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
In general I think 3.x at the end had serious issues with too much material and a publish or perish atmosphere, ie new material every month that lead to power creep, 4e had issues I do not wan to go into and 5e's focus is simple math, simple rules and not a lot of rule expansion. Somewhere between 3.x and 5e might be where the game needs to go...but that is just mu opinion. And like most people I know I had a very negative view of 1D&D but I also said often that my thoughts may change when other parts were released.
For you game you may want to use magic items to fill holes in your group if you are missing classes. So no class to allow for a reroll of a save or concentration check then have an item that provides such options...but be carful if that class comes to your game as it may make them less useful.
If you have access to the books from previous editions it’s a great resource. Take what you want/need and , in most cases, with a little work, you can create a homebrew of it. While I’ve had a couple of creations rejected for being too powerful, most things like that that I need or want (as a DM) are easy enough to create. If your having trouble with an idea then check the homebrew FAQs and if that doesn’t work do what everyone else here does - ask Sposta!
Rollback Post to RevisionRollBack
Wisea$$ DM and Player since 1979.
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I really did do a search first, but found nothing. Back in 2nd Edition we had over 2,ooo magic items. More if you count generic options to say take a flame sword (for example) and make it a flame whip or a flame flail. And even more with tables for some 4 billion+ combinations of new magic items from scratch.
Did something in 5E happened that I am not aware of? (talking like storywise or Realm change, etc.)
Nope, nothing story wise - 5e just was rebalanced around having fewer items and a simpler (probably too simplistic) item system. This was an (over)reaction against prior editions, where the volume of items could be seen as unwieldy and intimidating for newer players. Additionally, the wide breadth of items in prior editions meant more interactions and more ways to accidentally break the game, making it harder on DMs who wanted to anticipate player actions and power.
5e is a much simpler game and one of those simplifications were a dramatic change to the number of magic items and how they dealt with magic items (my opinion).
I myself since I started gaming in 78 have not had magic items be an issue in fact I am happy when players use items to defeat what every encounter/situation I have planned as they game IMHO is about problem solving at its basic level (whether you bash it, talk it down, use items or run away).
Here ya go:
Magic Items for Dungeons & Dragons (D&D) Fifth Edition (5e) - D&D Beyond (dndbeyond.com)
5E changed so most magic items are not really needed. When most monsters have under AC 20 no need for a magical sword. Most monsters are not immune to regular weapons ; they just take half damage. SO no more golf club bag of swords to hit monsters.
No Gaming is Better than Bad Gaming.
Class features are also now way more robust than they used to be. In 2e and before, you had a few features from your class and then most of the kit you had available came from the magic items you collected throughout your career. Now you get class features nearly every level, subclass features every few levels, and optional feats that can be unlocked when leveling up as well.
It's more simplistic and character focused, with loot as a seasoning and not the full dish.
@Caerwyn_Glyndwr I appreciate the response. The following is not a reflection upon you, as you are the one being helpful/messenger. Firstly, I recognize I have a 2nd Ed bias. Secondly, I also realize I am a Johnny come lately to 5thEd....
But I gotta ask is that what they (Wizards) pitched? And stuck with (nearly) a decade later? *scratches head* I mean I'd go into to how (nearly) everyone starts pretty much the same...borrowing books and dice. But why bother lol, it is what it is.
As to breaking the game ...IDK, I mean (and not in an Eddy Haskel way) if you vanilla'ize the game then spice/options could run amuck.
As to making it harder on DM's... yeah believe it or not I see this... a good DM is rare, great ones are even rarer. Really does takes a special someone to balance it all out (Players/story/mechanics/etc.) And I see, if Wizards goal was to make it soooo dumbed (<--and I say that with love not hate) down that anyone could DM.
@spammdc, Agreed. I admit there are things about 5E I really do like, and things not so much. Never had problems with magic items myself...accept when looking something up to give the players and it no longer a thing in 5E (lol) and then I have to do more work (going outside of purchased products) to 5E it into my campaign... like quiver of plenty<--that should be a staple item (imho). There are literal cannon characters (all be it 2nd Ed) like Drizzt Do'urden who has one (and Catti-Brie before him). But I digress.
@ahandle101 ummm tyvm for the help, I think. Could be wrong..kinda feels like ya read the title and nothing of the subject, but it is cool. I appreciate your time and effort.
In large part it's a backlash against 3rd and 4th Edition, which were both heavily balanced around the idea that PCs would be gaining new/upgraded magic armor and weapons at a pace that few GMs actually kept to.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
https://www.dmsguild.com/product/17451/Encyclopedia-Magica-Vol-4-TZ-2e
It's still there, it's still got a comprehensive index and randomization table, and you can still use it.
D&D5's greatest peripheral is the past.
J
Great Wyrm Moonstone Dungeon Master
The time of the ORC has come. No OGL without irrevocability; no OGL with 'authorized version' language. #openDND
Practice, practice, practice • Respect the rules; don't memorize them • Be merciless, not cruel • Don't let the dice run the game for you
In general I think 3.x at the end had serious issues with too much material and a publish or perish atmosphere, ie new material every month that lead to power creep, 4e had issues I do not wan to go into and 5e's focus is simple math, simple rules and not a lot of rule expansion. Somewhere between 3.x and 5e might be where the game needs to go...but that is just mu opinion. And like most people I know I had a very negative view of 1D&D but I also said often that my thoughts may change when other parts were released.
For you game you may want to use magic items to fill holes in your group if you are missing classes. So no class to allow for a reroll of a save or concentration check then have an item that provides such options...but be carful if that class comes to your game as it may make them less useful.
If you have access to the books from previous editions it’s a great resource. Take what you want/need and , in most cases, with a little work, you can create a homebrew of it. While I’ve had a couple of creations rejected for being too powerful, most things like that that I need or want (as a DM) are easy enough to create. If your having trouble with an idea then check the homebrew FAQs and if that doesn’t work do what everyone else here does - ask Sposta!
Wisea$$ DM and Player since 1979.