I'm aiming to play through KotGV with my kids as a campaign. We've just finished the first quest and you are awarded an Uncommon magical item of your choice. This seems to happen every time.
Is that a bit much? Should I scale it back. Or should I embrace the fact that they'll have a shed-load of cool items as they play?
Well the kids will certainly like playing with all the cool toys so why not embrace it. The DMG suggests that by level 20 a character should have gotten as many as 100 magic items including scrolls and potions (and common items) so 1 uncommon a level doesn’t seem out of place.
I agree with the above - playing with kids, they’ll absolutely love getting a lot of items and having the ability to pick their items. I would also not be too concerned about uncommon items—there are a few which are probably overpowered for their rarity level, but most of them are not all that game changing.
Off the top of my head, here are a few uncommon items I might recommend against them having: Luckstone—generically powerful in an uninteresting way mechanically. Winged Boots—permanent flying can undermine a lot of elements of encounters in any campaign, it is particularly problematic in a campaign about climbing into places and taking things, as they make movement easier. Weapons of Warning—part of the fun of a heist is the suspense that the guards might get a drop on you—a weapon of warning takes away some of that suspense.
I should note, the book does not say they each get an uncommon Magic item - it says they get “an uncommon magic item” singular.
They will have to work together to decide what item they want, thinking about their party’s goals and needs, and come up with their item choice that way. That is probably a good lesson to teach kids—recognising that sometimes it is better to give someone else the shiny new boon, since it will be more beneficial to you in the long run for them to have it.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
I'm aiming to play through KotGV with my kids as a campaign. We've just finished the first quest and you are awarded an Uncommon magical item of your choice. This seems to happen every time.
Is that a bit much? Should I scale it back. Or should I embrace the fact that they'll have a shed-load of cool items as they play?
Advice appreciated.
Well the kids will certainly like playing with all the cool toys so why not embrace it. The DMG suggests that by level 20 a character should have gotten as many as 100 magic items including scrolls and potions (and common items) so 1 uncommon a level doesn’t seem out of place.
Wisea$$ DM and Player since 1979.
I agree with the above - playing with kids, they’ll absolutely love getting a lot of items and having the ability to pick their items. I would also not be too concerned about uncommon items—there are a few which are probably overpowered for their rarity level, but most of them are not all that game changing.
Off the top of my head, here are a few uncommon items I might recommend against them having: Luckstone—generically powerful in an uninteresting way mechanically. Winged Boots—permanent flying can undermine a lot of elements of encounters in any campaign, it is particularly problematic in a campaign about climbing into places and taking things, as they make movement easier. Weapons of Warning—part of the fun of a heist is the suspense that the guards might get a drop on you—a weapon of warning takes away some of that suspense.
I should note, the book does not say they each get an uncommon Magic item - it says they get “an uncommon magic item” singular.
They will have to work together to decide what item they want, thinking about their party’s goals and needs, and come up with their item choice that way. That is probably a good lesson to teach kids—recognising that sometimes it is better to give someone else the shiny new boon, since it will be more beneficial to you in the long run for them to have it.