First a +2 Ring of Protection. Uh, oh. D&D Beyond only has +1. So I went into their Defense at the top and added a manual +1 magic protection to simulate the ring. Is that how we're supposed to do it?
Second, a Wand of Magic Missle... you'd think they found a bazooka! So this thing has 7 charges, gains a d6 + 1 at dawn. Do they know how many it gained? Do they know when they're about to use that last charge? Or is it kind of a surprise to them. It shows up on their character sheet in D&D Beyond - so I'm guessing it's Player knowable... should they know?
So... this brought up some morequestions...
How do players pass items to one another? How does a party have a "kitty?" Not a panther, a shared pot-o-gold? My party has a mule named Bob. So I created a fighter with 18 strength named Bob and gave him the team loot. He still couldn't carry as much as a mule, so I created another party member named "More Bob" and he carries the rest. This kind of seems like a hack. Is there a better way to do this?
There is no +2 or +3 ring of protection in 5th edition D&D by design.
The Ring of Protection stacks with other forms of Armour Class, including magic armour, shields etc.
Unlike previous editions of the game, attack rolls in 5th edition are fairly limited in progression, so Armour Class is constrained/limited too, otherwise characters with very high AC would be unhittable, even by the most powerful monsters in the game.
As Grimmric says though, if you wish, you can use the homebrew system to make a +2 ring for your players. :)
The wand - the dungeons master's guide states:
Some magic items have charges that you expend to activate its properties. The number of charges an item has remaining is revealed when an identify spell is cast on the item, or when a creature attunes to the item. Additionally, when an item regains charges, the creature attuned to that item learns how many charges it regained.
So, because the wand can't be attuned to, the RAW (Rules As Written) state that the characters do NOT know the number of charges unless they use an identify spell to determine them.
D&D Beyond doesn't have any form of shared inventory system yet, though this is something that is on the roadmap for the future - I can't say when though. If one player wants to give an item to another player, it's as simple as the first player removes the item from their character and the second player adds the item to theirs.
Remember that the ring requires attunement before it will function for a character.
On top of what Stormknight said, set the “Bob” mule character’s sheet to ignore encumbrance rules. That will allow to add as much or as little as you want. We are currently using a character called “Bag of Holding” until the containers update comes.
As for money, the players split everything and if someone needs extra, the other characters hi decide to donate just deduct it from their sheet. If you’re doing shared money, just split every cost down the middle. This is a little more paperwork on your end, however it’s the best solution until shared inventory is in.
Finally, I want to +1 (get it) Stormknight’s words about AC bonuses. Shields provide a bonus as well, however I believe that is because the classes that can use them are meant to get in there and get beat on.
As the DM, it’s far easier to be generous with the + Attack/Damage Items and adjust the monster’s HP to the players rather than pumping monster attack to make up for very high ACs, because then you’re putting low AC characters at risk of getting one shot.
All that in mind, there’s nothing wrong with high ACs if you want the characters to be difficult to hit with attacks. The “tank” in our campaign has 22 AC as a Fighter at level 10 and is difficult for monsters to hit with standard attacks. The player consciously went for high AC by sacrificing damage and magical survivability. So sometimes I throw in a bunch of little minions to make him feel invincible and sometimes I throw in casters with Wisdom saves to make the other characters feel powerful.
As far as the +2 ring, we were playing through Goblin's Tooth (which isn't 5e) and I was just adjusting as I went. And now that I've Christmas'd out it's tough to take it back... but every thief in town might have their eye on that ring. And lets face it, that Fighter, he ain't so bright. The party has decided to give everything they can to "tank" up the one fighter and everybody else scatters and shoots at range. They are slowly developing their own tactics. But I need to scale up the encounter challenges to meet them. Maybe an ogre or two arguing with a troll over a morsel (in giant, so the party's not exactly sure) and then they get a whiff of the fresh meat... I don't know. I guess for the time being I can let them bask in what "bad hombres" they are. ;-)
Taking off the Encumberance rule was a good tip for Bob the mule.
And on the wand of magic missile, in the equipment section it lists the charges - but you're right they didn't have to take an attunement slot... So maybe I'll try to hide it. So would they have to cast an identify spell after each dawn to get the new total? Meh, it's a ritual spell - it could be the best part of wakin' up. Magic Missile in your cup.
Yeah, practically speaking, the spellcaster on the party casts identify as a ritual while someone else cooks breakfast and then you're good to go, knowing the number of charges you have for the day.
That also seems fairly balanced, as it's forcing someone to keep identify on their prepared spells list.
Whelp. It never even occurred to me to create a "dummy" character as a mule or Bag of Holding, or whatever, for communal treasure or carrying capacity. That's a great idea as a workaround for the time being. Thanks!
To answer your mule problem... what you are experiencing is the fact that 5e and d&d in generals is design for characters not to hold every single loot they can. exemple... do you have any idea as to how many more weight is 50k gold pieces ? there is just no way a character can loot that chest and haul it over his shoulder and it sticking there as if it was glued to his shoulder. the goal is to make characters not do like MMORPG where you just loot clean every thing you meet. i mean would you really pack bags to hold those 22 full plate you are keeping just because they are worth 750 if you resell them ?
the problem with your "hack" bob and more bob, is that in the end they will end up with like 10 NPC following them, why isn't those enemies targetting those to begin with ? this will lead to very unrealistic gameplay that will make the game much less appealing to players seeking a bit of immersion.
so if you are forced to create bob and more bob, then something is wrong when it comes to characters and their equipments and loot. a better idea is to create an extra dimensionnal bank they can use instead. but they should have that opportunity to loe everything if they are not carefull. exemple of a key they have to keep on themselves, if they lose it they lose the access until they get it back. after all life as an adventurer is a hard one.
in my game, i don't play with encumberance mechanics because i dont like the fact the characters can never have more then 2000 money pieces in one bag. so when it comes to money, i give them no limit. but i do encourage them to waste that money on something pretty soon. and they figured out that usually mean something is gonna happen if they don't. but when it comes to equipement per say, i have gotten used to the question "how the hell is your characeter holding all of those plates ?" exemple... they met this bulette, the fighter decided i'm gonna make some great armor out of that plate. and so he ripped off the plate from the bulette. now he lob it into his pack and called it quit. i was like that do not fit at all in your backpack. he was like, well... i'll keep it over my shoulder and drag it i guess. and i was like ok, in combat you either drop it on the floor and it becomes an obstacle, or you drag it off and have disadvantage on everything. and he said, yeah once above i'll have to drop it somewhere.
this is much better and teaches players to take only what they need instead of trying to be richer then rich !
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DM of two gaming groups. Likes to create stuff. Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games --> One Shot Adventure - House of Artwood (DM) (Completed)
That's some good advice. Turns out my party bought a mule because carrying dungeoneering packs made half of them encoumbered. So they keep their gear on the mule. And it has been an opportunity for further adventure. Some bandits came by and said, "Give us the mule and we'll let you live." Well, they stood up for Bob and the bandits are bye-bye. They have since upgraded to a wagon, but Bob is still around tagging along, actually slowing them down a little - and of course making stealth impossible. The party haven't come across any interdimensional banks or bags of holding just yet. They did give a chest of coins away to charity because they couldn't carry them. So I think they are on board with not hoarding... yet. ;-)
It would seem if you have a Wizard, and they have Identify in their book... you're good with Ritual casting in the morning:
"You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared."
So no spell slot needed! Yay team! That little wizards going to be busy if we get another wand or two... 10 minutes per cast? A small price to pay.
11 minutes per cast. Casting a spell increases the casting time by 10 minutes, rather than to 10 minutes, so the normal casting time being 1 minute for identify is still relevant.
It's not much of a difference in typical situations, but that extra minute can be an issue when there is a time crunch for some reason.
No... It doesnt add 10 minutes... It takes 10 minutes as a ritual.
Thats what wizard cleric and druids do. Warlock if they have the invocation and anyone else if they have the feats !
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DM of two gaming groups. Likes to create stuff. Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games --> One Shot Adventure - House of Artwood (DM) (Completed)
No... It doesnt add 10 minutes... It takes 10 minutes as a ritual.
Thats what wizard cleric and druids do. Warlock if they have the invocation and anyone else if they have the feats !
In the Player's Handbook, it says that it takes 10 minutes longer that usual. I'm pretty sure that means to add 10 minutes to the casting time. It doesn't make since for a spell that normally takes longer than 10 minutes to cast to be shortened as a ritual. Ex. find familiar has a 1 hour casting time. Most of the ritual spells have a casting time of 1 action or 1 minute, becoming 1 action+10 min and 11 min respectively. Also in the character sheet spells section, rituals have their own space that adjusts the the casting time to be normal time +10 minutes.
Anyway rituals are great if you have to cast them and most of the time. You will have time unless your dm wanna be a jerk and interrupt you.
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DM of two gaming groups. Likes to create stuff. Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games --> One Shot Adventure - House of Artwood (DM) (Completed)
Hey there - Thread Necromancy is never a good things (you don't know how long it took me to shoo the last bunch of Necromancers out of here). If you have questions its best to start a new thread as this conversation ran it's course a while ago. Locking the thread now.
OK, more noob DM questions coming at you.
The party has acquired two magic items...
First a +2 Ring of Protection. Uh, oh. D&D Beyond only has +1. So I went into their Defense at the top and added a manual +1 magic protection to simulate the ring. Is that how we're supposed to do it?
Second, a Wand of Magic Missle... you'd think they found a bazooka! So this thing has 7 charges, gains a d6 + 1 at dawn. Do they know how many it gained? Do they know when they're about to use that last charge? Or is it kind of a surprise to them. It shows up on their character sheet in D&D Beyond - so I'm guessing it's Player knowable... should they know?
So... this brought up some more questions...
How do players pass items to one another?
How does a party have a "kitty?" Not a panther, a shared pot-o-gold?
My party has a mule named Bob. So I created a fighter with 18 strength named Bob and gave him the team loot. He still couldn't carry as much as a mule, so I created another party member named "More Bob" and he carries the rest. This kind of seems like a hack. Is there a better way to do this?
For the ring you should create a +2 and use the +1 ring as a template under Homebrew.
Then the players can find the ring and add it.
And if somebody wants to give it to somebody else then the first person remove it and the second pick it up from homebrew.
I'm not stupid. I'm just unlucky when I'm thinking.
There is no +2 or +3 ring of protection in 5th edition D&D by design.
The Ring of Protection stacks with other forms of Armour Class, including magic armour, shields etc.
Unlike previous editions of the game, attack rolls in 5th edition are fairly limited in progression, so Armour Class is constrained/limited too, otherwise characters with very high AC would be unhittable, even by the most powerful monsters in the game.
As Grimmric says though, if you wish, you can use the homebrew system to make a +2 ring for your players. :)
The wand - the dungeons master's guide states:
So, because the wand can't be attuned to, the RAW (Rules As Written) state that the characters do NOT know the number of charges unless they use an identify spell to determine them.
D&D Beyond doesn't have any form of shared inventory system yet, though this is something that is on the roadmap for the future - I can't say when though. If one player wants to give an item to another player, it's as simple as the first player removes the item from their character and the second player adds the item to theirs.
Remember that the ring requires attunement before it will function for a character.
Pun-loving nerd | Faith Elisabeth Lilley | She/Her/Hers | Profile art by Becca Golins
If you need help with homebrew, please post on the homebrew forums, where multiple staff and moderators can read your post and help you!
"We got this, no problem! I'll take the twenty on the left - you guys handle the one on the right!"🔊
On top of what Stormknight said, set the “Bob” mule character’s sheet to ignore encumbrance rules. That will allow to add as much or as little as you want. We are currently using a character called “Bag of Holding” until the containers update comes.
As for money, the players split everything and if someone needs extra, the other characters hi decide to donate just deduct it from their sheet. If you’re doing shared money, just split every cost down the middle. This is a little more paperwork on your end, however it’s the best solution until shared inventory is in.
Finally, I want to +1 (get it) Stormknight’s words about AC bonuses. Shields provide a bonus as well, however I believe that is because the classes that can use them are meant to get in there and get beat on.
As the DM, it’s far easier to be generous with the + Attack/Damage Items and adjust the monster’s HP to the players rather than pumping monster attack to make up for very high ACs, because then you’re putting low AC characters at risk of getting one shot.
All that in mind, there’s nothing wrong with high ACs if you want the characters to be difficult to hit with attacks. The “tank” in our campaign has 22 AC as a Fighter at level 10 and is difficult for monsters to hit with standard attacks. The player consciously went for high AC by sacrificing damage and magical survivability. So sometimes I throw in a bunch of little minions to make him feel invincible and sometimes I throw in casters with Wisdom saves to make the other characters feel powerful.
Thanks for the info, guys.
As far as the +2 ring, we were playing through Goblin's Tooth (which isn't 5e) and I was just adjusting as I went. And now that I've Christmas'd out it's tough to take it back... but every thief in town might have their eye on that ring. And lets face it, that Fighter, he ain't so bright. The party has decided to give everything they can to "tank" up the one fighter and everybody else scatters and shoots at range. They are slowly developing their own tactics. But I need to scale up the encounter challenges to meet them. Maybe an ogre or two arguing with a troll over a morsel (in giant, so the party's not exactly sure) and then they get a whiff of the fresh meat... I don't know. I guess for the time being I can let them bask in what "bad hombres" they are. ;-)
Taking off the Encumberance rule was a good tip for Bob the mule.
And on the wand of magic missile, in the equipment section it lists the charges - but you're right they didn't have to take an attunement slot... So maybe I'll try to hide it. So would they have to cast an identify spell after each dawn to get the new total? Meh, it's a ritual spell - it could be the best part of wakin' up. Magic Missile in your cup.
Yeah, practically speaking, the spellcaster on the party casts identify as a ritual while someone else cooks breakfast and then you're good to go, knowing the number of charges you have for the day.
That also seems fairly balanced, as it's forcing someone to keep identify on their prepared spells list.
Pun-loving nerd | Faith Elisabeth Lilley | She/Her/Hers | Profile art by Becca Golins
If you need help with homebrew, please post on the homebrew forums, where multiple staff and moderators can read your post and help you!
"We got this, no problem! I'll take the twenty on the left - you guys handle the one on the right!"🔊
Whelp. It never even occurred to me to create a "dummy" character as a mule or Bag of Holding, or whatever, for communal treasure or carrying capacity. That's a great idea as a workaround for the time being. Thanks!
That's what you get for delving deep into the forums. Treasures abound! Level up!
To answer your mule problem...
what you are experiencing is the fact that 5e and d&d in generals is design for characters not to hold every single loot they can. exemple... do you have any idea as to how many more weight is 50k gold pieces ? there is just no way a character can loot that chest and haul it over his shoulder and it sticking there as if it was glued to his shoulder. the goal is to make characters not do like MMORPG where you just loot clean every thing you meet. i mean would you really pack bags to hold those 22 full plate you are keeping just because they are worth 750 if you resell them ?
the problem with your "hack" bob and more bob, is that in the end they will end up with like 10 NPC following them, why isn't those enemies targetting those to begin with ? this will lead to very unrealistic gameplay that will make the game much less appealing to players seeking a bit of immersion.
so if you are forced to create bob and more bob, then something is wrong when it comes to characters and their equipments and loot. a better idea is to create an extra dimensionnal bank they can use instead. but they should have that opportunity to loe everything if they are not carefull. exemple of a key they have to keep on themselves, if they lose it they lose the access until they get it back. after all life as an adventurer is a hard one.
in my game, i don't play with encumberance mechanics because i dont like the fact the characters can never have more then 2000 money pieces in one bag.
so when it comes to money, i give them no limit. but i do encourage them to waste that money on something pretty soon. and they figured out that usually mean something is gonna happen if they don't. but when it comes to equipement per say, i have gotten used to the question "how the hell is your characeter holding all of those plates ?" exemple... they met this bulette, the fighter decided i'm gonna make some great armor out of that plate. and so he ripped off the plate from the bulette. now he lob it into his pack and called it quit. i was like that do not fit at all in your backpack. he was like, well... i'll keep it over my shoulder and drag it i guess. and i was like ok, in combat you either drop it on the floor and it becomes an obstacle, or you drag it off and have disadvantage on everything. and he said, yeah once above i'll have to drop it somewhere.
this is much better and teaches players to take only what they need instead of trying to be richer then rich !
DM of two gaming groups.
Likes to create stuff.
Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses
If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games
--> One Shot Adventure - House of Artwood (DM) (Completed)
That's some good advice. Turns out my party bought a mule because carrying dungeoneering packs made half of them encoumbered. So they keep their gear on the mule. And it has been an opportunity for further adventure. Some bandits came by and said, "Give us the mule and we'll let you live." Well, they stood up for Bob and the bandits are bye-bye. They have since upgraded to a wagon, but Bob is still around tagging along, actually slowing them down a little - and of course making stealth impossible. The party haven't come across any interdimensional banks or bags of holding just yet. They did give a chest of coins away to charity because they couldn't carry them. So I think they are on board with not hoarding... yet. ;-)
It would seem if you have a Wizard, and they have Identify in their book... you're good with Ritual casting in the morning:
"You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared."
So no spell slot needed! Yay team! That little wizards going to be busy if we get another wand or two... 10 minutes per cast? A small price to pay.
No... It doesnt add 10 minutes... It takes 10 minutes as a ritual.
Thats what wizard cleric and druids do. Warlock if they have the invocation and anyone else if they have the feats !
DM of two gaming groups.
Likes to create stuff.
Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses
If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games
--> One Shot Adventure - House of Artwood (DM) (Completed)
Noted. I will add the extra grains to the hourglass. Tick-tock.
Makes sense...
Anyway rituals are great if you have to cast them and most of the time. You will have time unless your dm wanna be a jerk and interrupt you.
DM of two gaming groups.
Likes to create stuff.
Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses
If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games
--> One Shot Adventure - House of Artwood (DM) (Completed)
This is a great question. I am new to dungeons and dragons so I don't really know.However, the Bob thing is interesting...
"If you ever ask a wizard to list the books they've read recently, prepare to be there for a solid week. " - Original.
Grammar Cult
Bow down to Cats! (Cult of Cats)
Hey there - Thread Necromancy is never a good things (you don't know how long it took me to shoo the last bunch of Necromancers out of here). If you have questions its best to start a new thread as this conversation ran it's course a while ago. Locking the thread now.
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