I have recently discovered the joys of being a DM, but I am confused about some of the entries in the DMG magic item tables. I must have missed something in the rules, but I can't figure out where. Here are a few lines that are confusing me:
As the DM, you should do whatever makes the game most enjoyable for everyone at the table. Generally speaking, treasure ought to be appropriate for the circumstances.
For example, an Alchemist might have a "Scroll of Poison Resistance", while a Cultist might have "Protection for Evil", etc. If the party is simply looting a treasure room, or a dragon's lair, then the contents might be more random.
Since you're just starting out, I would recommend choosing something that you know the party will appreciate. If your Barbarian uses Greatswords, then the magic item is a Greatsword.
Once you're more comfortable, you might start to introduce less ideal treasure, but introduce mechanisms by which the party can convert those items into things they would prefer. (Such as trading them at magic shops, or using them as quest hooks for bigger and better treasure.)
You can also get some extra bang for your buck by emphasizing interesting magic items over stock options. This meaning, give the party items of similar value, but different situational usefulness, such as +1 swords that add different elemental damage. Mechanically, they will be equally powerful, but they will all be worth holding onto, depending on future combats.
Thanks a lot, it's much more understandable now! In the end it is possible to manage these objects in several different ways depending on the players and the context.
As a general tip, the "Official Rules" are only guidelines for balanced play. The various treasure and encounter tables are meant to give your party reasonable challenges, and reward them in ways that won't dramatically change their power level. However, you are in total control over the gaming world.
If you give the players a Legendary Artifact at level 1, then you are able to proportionately increase the difficulty of the encounters to ensure that they continue to be challenged.
If you want to throw an impossible enemy at the party, then you can freely do so. Not all encounters are meant to be fought or won. (Though, it's worth discussing this in Session 0, if you want your party to anticipate unconventional encounters.)
My best piece of advice for new DMs is to start with a small, disposable adventure, like Lost Mines of Phandelver. You can use this time to experiment and make mistakes without worrying about the long term consequences. Whenever it gets weird, you can simply debrief your group and start fresh with a better understanding of the "art" of DMing.
I agree with most of what Memnosyne says, but I would add that rather than adding items that the party will be able to use, put in items appropriate to where they're found, based on what the inhabitants would be most likely to have:
In an orc lair of Guul, the +1 weapon is a Greataxe.
In the long forgotten stronghold of Kazad Dwurf, the +1 weapon is a war hammer or battleaxe
In the ancient, dark mummy haunted crypts of Niza, the +1 weapon is a spear or shortbow
Above the mantlepiece of Baron Von Evilface, the +1 weapon is a rapier
This can make random treasure more appropriate to the world that it's found in.
As a general rule, I typically only make Martial Weapons magical with the following exceptions: Dagger, Mace, Shortsword, Quarterstaff, Spear, Light crossbow, Shortbow. The reason is that given the time and cost of making a magical weapon, I just can't imagine anyone making a magical Greatclub or Sling. I make all kinds of magical armour. This is purely my own take on it, but I do try to think "When a spellcaster made this weapon, who was it for?"
When you roll up magical weapons and armour, even if they are just basic +1 weapons, giving them a name, history and special appearance is a really good idea. Instead of a Shortsword +1, your hero finds Graveblind, a sword with a blade of elven design engraved with a howling woman's face, a black hand guard and a hilt made of bone that is always cold to the touch, in a scabbard of hairy leather. It belonged to a cruel elven noble, whose father despised him, and whom he murdered. He hid the sword before he was executed.
How much more fun did that +1 Shortsword just become?
Above the mantlepiece of Baron Von Evilface, the +1 weapon is a rapier
Love this!
When you roll up magical weapons and armour, even if they are just basic +1 weapons, giving them a name, history and special appearance is a really good idea. Instead of a Shortsword +1, your hero finds Graveblind, a sword with a blade of elven design engraved with a howling woman's face, a black hand guard and a hilt made of bone that is always cold to the touch, in a scabbard of hairy leather. It belonged to a cruel elven noble, whose father despised him, and whom he murdered. He hid the sword before he was executed.
How much more fun did that +1 Shortsword just become?
This is great too- what do you do when the players are so high level that magic items like +1 shortsword are common?
(A) Use a Magic Item Name generator online, and just improvize the descriptions. Every book has a title, and every sword can have a name, even the mundane ones, if you want to bother with them.
(B) Nothing needs to become "common" just because they are higher level. There are lots of magic items that rarely see the light of day. Go fishing for something more interesting.
The other advice I’d give is is don’t feel beholden to the random tables. They can give you a good sense of the kind of things that are appropriate, but you don’t have to use them. If none of your players use ranged weapons, and you roll +1 ammunition, feel free to scrap it and pick something else. Or if the table gives you something that would be way too strong, pick something weaker. Or if everyone in the party besides the fighter has a cool toy, and the table keeps giving you more wizard treasure, throw in a weapon or armor instead.
Sometimes useless stuff is good, to make the world feel real, but sometimes you’ve just got to give them what the want or need.
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Hello !
I have recently discovered the joys of being a DM, but I am confused about some of the entries in the DMG magic item tables. I must have missed something in the rules, but I can't figure out where. Here are a few lines that are confusing me:
As novice DM, I don't understand how to handle theses items:
How do you manage this kind of loot ?
As the DM, you should do whatever makes the game most enjoyable for everyone at the table. Generally speaking, treasure ought to be appropriate for the circumstances.
For example, an Alchemist might have a "Scroll of Poison Resistance", while a Cultist might have "Protection for Evil", etc. If the party is simply looting a treasure room, or a dragon's lair, then the contents might be more random.
Since you're just starting out, I would recommend choosing something that you know the party will appreciate. If your Barbarian uses Greatswords, then the magic item is a Greatsword.
Once you're more comfortable, you might start to introduce less ideal treasure, but introduce mechanisms by which the party can convert those items into things they would prefer. (Such as trading them at magic shops, or using them as quest hooks for bigger and better treasure.)
You can also get some extra bang for your buck by emphasizing interesting magic items over stock options. This meaning, give the party items of similar value, but different situational usefulness, such as +1 swords that add different elemental damage. Mechanically, they will be equally powerful, but they will all be worth holding onto, depending on future combats.
Thanks a lot, it's much more understandable now! In the end it is possible to manage these objects in several different ways depending on the players and the context.
My pleasure!
As a general tip, the "Official Rules" are only guidelines for balanced play. The various treasure and encounter tables are meant to give your party reasonable challenges, and reward them in ways that won't dramatically change their power level. However, you are in total control over the gaming world.
If you give the players a Legendary Artifact at level 1, then you are able to proportionately increase the difficulty of the encounters to ensure that they continue to be challenged.
If you want to throw an impossible enemy at the party, then you can freely do so. Not all encounters are meant to be fought or won. (Though, it's worth discussing this in Session 0, if you want your party to anticipate unconventional encounters.)
My best piece of advice for new DMs is to start with a small, disposable adventure, like Lost Mines of Phandelver. You can use this time to experiment and make mistakes without worrying about the long term consequences. Whenever it gets weird, you can simply debrief your group and start fresh with a better understanding of the "art" of DMing.
I agree with most of what Memnosyne says, but I would add that rather than adding items that the party will be able to use, put in items appropriate to where they're found, based on what the inhabitants would be most likely to have:
This can make random treasure more appropriate to the world that it's found in.
As a general rule, I typically only make Martial Weapons magical with the following exceptions: Dagger, Mace, Shortsword, Quarterstaff, Spear, Light crossbow, Shortbow. The reason is that given the time and cost of making a magical weapon, I just can't imagine anyone making a magical Greatclub or Sling. I make all kinds of magical armour. This is purely my own take on it, but I do try to think "When a spellcaster made this weapon, who was it for?"
When you roll up magical weapons and armour, even if they are just basic +1 weapons, giving them a name, history and special appearance is a really good idea. Instead of a Shortsword +1, your hero finds Graveblind, a sword with a blade of elven design engraved with a howling woman's face, a black hand guard and a hilt made of bone that is always cold to the touch, in a scabbard of hairy leather. It belonged to a cruel elven noble, whose father despised him, and whom he murdered. He hid the sword before he was executed.
How much more fun did that +1 Shortsword just become?
Love this!
This is great too- what do you do when the players are so high level that magic items like +1 shortsword are common?
Only spilt the party if you see something shiny.
Ariendela Sneakerson, Half-elf Rogue (8); Harmony Wolfsbane, Tiefling Bard (10); Agnomally, Gnomish Sorcerer (3); Breeze, Tabaxi Monk (8); Grace, Dragonborn Barbarian (7); DM, Homebrew- The Sequestered Lands/Underwater Explorers; Candlekeep
(A) Use a Magic Item Name generator online, and just improvize the descriptions. Every book has a title, and every sword can have a name, even the mundane ones, if you want to bother with them.
(B) Nothing needs to become "common" just because they are higher level. There are lots of magic items that rarely see the light of day. Go fishing for something more interesting.
The other advice I’d give is is don’t feel beholden to the random tables. They can give you a good sense of the kind of things that are appropriate, but you don’t have to use them. If none of your players use ranged weapons, and you roll +1 ammunition, feel free to scrap it and pick something else. Or if the table gives you something that would be way too strong, pick something weaker. Or if everyone in the party besides the fighter has a cool toy, and the table keeps giving you more wizard treasure, throw in a weapon or armor instead.
Sometimes useless stuff is good, to make the world feel real, but sometimes you’ve just got to give them what the want or need.