Something I have been struggling with, Candle keep Mysteries doesn't seem to discuss the players starting equipment and if they get any magical items based on their level. They are designed to be both a totally isolated one-shot with new characters(at that level) or a drop into a larger campaign. However, an established campaign will have many magical items, so what is recommended? I am guessing this becomes a larger question in the high level one-shots.
So do I send in my players for a one shot with no magic items beyond the PHB starting equipment? This will radically change balance, 6 level 14 characters with a mix of uncommon and rare magic itmes and even a few very rare items are radically more powerful then 6 level 14 characters with starting equipment. Mid campaign they are going to have those advantages of adventuring, but now what is best for the totally new characters starting a one shot?
Consider a fighter at level 16 with starting equipment, and doesn't have any weapons that can deal magic damage, fighting creatures resistant to non-magical dmg. This single item completely rebalances this character, and most classes assume around level 6 any martial class can deal magical damage in its attacks(monk and moon druid get passive magic damage). then we start diving into things like AC, healing items, the list goes on.
This feels like a major balance oversight, and I don't want the Combat to be either devastating to a group, or way to easy. Maybe the solution is just use the DMG recommended progression for magic items per level of play, or maybe the guide in Xanathar's?
I will probably get a feel of this after a while, but I don't want to have to play 2 or 3 oneshots at both the low and high level adventures to see what is best. What does everyone think? Any insight from actually playing?
I would go with the table in the DMG or XGTE (they are fairly similar), though I suspect oneshots with high level adventurers will be a headache regardless of what you do.
i'm now on my third going on fourth one shot, and i've been having the same issues... over or under equiping characters has been the most difficult part. especially with the sheer amount of options... i'm torn on leaving their options completely open, or to pre-select items from which to choose from.
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Something I have been struggling with, Candle keep Mysteries doesn't seem to discuss the players starting equipment and if they get any magical items based on their level. They are designed to be both a totally isolated one-shot with new characters(at that level) or a drop into a larger campaign. However, an established campaign will have many magical items, so what is recommended? I am guessing this becomes a larger question in the high level one-shots.
So do I send in my players for a one shot with no magic items beyond the PHB starting equipment? This will radically change balance, 6 level 14 characters with a mix of uncommon and rare magic itmes and even a few very rare items are radically more powerful then 6 level 14 characters with starting equipment. Mid campaign they are going to have those advantages of adventuring, but now what is best for the totally new characters starting a one shot?
Consider a fighter at level 16 with starting equipment, and doesn't have any weapons that can deal magic damage, fighting creatures resistant to non-magical dmg. This single item completely rebalances this character, and most classes assume around level 6 any martial class can deal magical damage in its attacks(monk and moon druid get passive magic damage). then we start diving into things like AC, healing items, the list goes on.
This feels like a major balance oversight, and I don't want the Combat to be either devastating to a group, or way to easy. Maybe the solution is just use the DMG recommended progression for magic items per level of play, or maybe the guide in Xanathar's?
I will probably get a feel of this after a while, but I don't want to have to play 2 or 3 oneshots at both the low and high level adventures to see what is best. What does everyone think? Any insight from actually playing?
I would go with the table in the DMG or XGTE (they are fairly similar), though I suspect oneshots with high level adventurers will be a headache regardless of what you do.
i'm now on my third going on fourth one shot, and i've been having the same issues... over or under equiping characters has been the most difficult part. especially with the sheer amount of options... i'm torn on leaving their options completely open, or to pre-select items from which to choose from.