My group needed a change of pace, so we decided to pause the current company, and roll new characters.
The new company is starting at level 10, and I am in very much doubt what is an appropriate set of magical items for each. I have cooked a couple of homebrew items, but most are vanilla (2024 Core and Expanded). What are peoples thoughts on this?
My own take, so far:
1 legendary OR 1 very rare and 1 rare.
1 very rare or 1-2 rare
1-3 uncommon
But I find it difficult to figure something out for each character that is somewhat balanced.
The new company, should it have any significance in this, is:
Fighter (Eldritch Knight) 10 - Aasimar
Bard (College of Valor) 10 - Human
Rogue (Thief) 10 - Tabaxi
Blood Hunter (Order of the Lycan) 10 - Goliath
Paladin (Oathbreaker) 6 / Wizard (Necromancy) 4 - Human
I always find that is best to look at what is going to accent your players styles. I would home brew items if I had to so that I got the maximum creativity out of the players.
Page 218 of the 2024 DMG and Page 135 of the 2014 DMG are what you've missed.
The new version of the rules does recommend a party of four gaining: 10 common items, 17 Uncommon items, 6 rare items, and 1 very rare item. That works out I guess at 2 common items, 4 uncommon items, 1 rare item per character. I'd then have the very rare item being something of use to the entire party, or make the party decide what it should be and who should wield it.
The old DMG claimed that adventurers would encounter different levels of items at different tiers. So Very rare items wouldn't be encountered until level 11 or higher. Rare items at level 5 or higher. This book didn't give you the explicit number of items, but we can take a guess that if the party encountered hoards as they went along, they might have picked up 9 common items, and 18 items of mixed rarity between Uncommon and Rare. Meaning (again rounding up) between 4-6 items each.
So rules as written each character gets:
2 common 4 uncommon 1 rare item
The whole party gets 1 very rare item.
If you wanted to upgrade it, then a Rare item is 10x the price of an Uncommon item. I'd say it's a push to give the characters 2 rare items in place of the uncommon and common. Just my opinion though.
It's best to keep them limited to rare and, like MartinTheActor said, give them a collective choice on one very rare. They shouldn't get any legendary or multiple very rares because those are designed for levels a little higher than what you have and having a whole bunch, like in your formula, would likely break the game.
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He doesn't have much besides the skin on his bones. Me: I'll take the skin on his bones, then.
"You see a gigantic, monstrous praying mantis burst from out of the ground. It sprays a stream of acid from it's mouth at one soldier, dissolving him instantly, then it turns and chomps another soldier in half with it's- "
Page 218 of the 2024 DMG and Page 135 of the 2014 DMG are what you've missed.
The new version of the rules does recommend a party of four gaining: 10 common items, 17 Uncommon items, 6 rare items, and 1 very rare item. That works out I guess at 2 common items, 4 uncommon items, 1 rare item per character. I'd then have the very rare item being something of use to the entire party, or make the party decide what it should be and who should wield it.
The old DMG claimed that adventurers would encounter different levels of items at different tiers. So Very rare items wouldn't be encountered until level 11 or higher. Rare items at level 5 or higher. This book didn't give you the explicit number of items, but we can take a guess that if the party encountered hoards as they went along, they might have picked up 9 common items, and 18 items of mixed rarity between Uncommon and Rare. Meaning (again rounding up) between 4-6 items each.
So rules as written each character gets:
2 common 4 uncommon 1 rare item
The whole party gets 1 very rare item.
If you wanted to upgrade it, then a Rare item is 10x the price of an Uncommon item. I'd say it's a push to give the characters 2 rare items in place of the uncommon and common. Just my opinion though.
The 2024 PHB (page 43) states that for a party starting at level 5-10, each PC gets 1 common and 1 uncommon item. Though I think it would be fairer to include one rare item for the party at level 10 (a PC gets one if they start at level 11).
The 2024 PHB (page 43) states that for a party starting at level 5-10, each PC gets 1 common and 1 uncommon item. Though I think it would be fairer to include one rare item for the party at level 10 (a PC gets one if they start at level 11).
the PHB says:
'The DM decides whether your character starts with more than the standard equipment for a level 1 character, possibly even one or more magic items. The Starting Equipment at Higher Levels table is a guide for the DM.'
In this case, I'd argue that it's yet another case of incompetence from the proofing team. The 2024 DMG in theory would be the one to follow as it contains more detailed info on awarding magic items, treasure, and suchlike. So this becomes for the DM to decide which version they follow. The simplified guide in the PHB, or the detailed guides in the DMG. I think it's obvious which one I'd go with.
My group needed a change of pace, so we decided to pause the current company, and roll new characters.
The new company is starting at level 10, and I am in very much doubt what is an appropriate set of magical items for each. I have cooked a couple of homebrew items, but most are vanilla (2024 Core and Expanded). What are peoples thoughts on this?
My own take, so far:
But I find it difficult to figure something out for each character that is somewhat balanced.
The new company, should it have any significance in this, is:
I always find that is best to look at what is going to accent your players styles. I would home brew items if I had to so that I got the maximum creativity out of the players.
Here is an idea for a rogue
https://www.dndbeyond.com/magic-items/10804018-the-blade-of-nygolith
So don't be vanilla and be creative. Have fun with it and make the things that you think will bring your party out
Page 218 of the 2024 DMG and Page 135 of the 2014 DMG are what you've missed.
The new version of the rules does recommend a party of four gaining: 10 common items, 17 Uncommon items, 6 rare items, and 1 very rare item. That works out I guess at 2 common items, 4 uncommon items, 1 rare item per character. I'd then have the very rare item being something of use to the entire party, or make the party decide what it should be and who should wield it.
The old DMG claimed that adventurers would encounter different levels of items at different tiers. So Very rare items wouldn't be encountered until level 11 or higher. Rare items at level 5 or higher. This book didn't give you the explicit number of items, but we can take a guess that if the party encountered hoards as they went along, they might have picked up 9 common items, and 18 items of mixed rarity between Uncommon and Rare. Meaning (again rounding up) between 4-6 items each.
So rules as written each character gets:
2 common
4 uncommon
1 rare item
The whole party gets 1 very rare item.
If you wanted to upgrade it, then a Rare item is 10x the price of an Uncommon item. I'd say it's a push to give the characters 2 rare items in place of the uncommon and common. Just my opinion though.
DM session planning template - My version of maps for 'Lost Mine of Phandelver' - Send your party to The Circus - Other DM Resources - Maps, Tokens, Quests - 'Better' Player Character Injury Tables?
Actor, Writer, Director & Teacher by day - GM/DM in my off hours.
It's best to keep them limited to rare and, like MartinTheActor said, give them a collective choice on one very rare. They shouldn't get any legendary or multiple very rares because those are designed for levels a little higher than what you have and having a whole bunch, like in your formula, would likely break the game.
He doesn't have much besides the skin on his bones. Me: I'll take the skin on his bones, then.
"You see a gigantic, monstrous praying mantis burst from out of the ground. It sprays a stream of acid from it's mouth at one soldier, dissolving him instantly, then it turns and chomps another soldier in half with it's- "
"When are we gonna take a snack break?"
The 2024 PHB (page 43) states that for a party starting at level 5-10, each PC gets 1 common and 1 uncommon item. Though I think it would be fairer to include one rare item for the party at level 10 (a PC gets one if they start at level 11).
Fighter (Eldritch Knight) 10 - Aasimar,
Bard (College of Valor) 10 - Human
Rogue (Thief) 10 - Tabaxi
Blood Hunter (Order of the Lycan) 10 - Goliath
Paladin (Oathbreaker) 6 / Wizard (Necromancy) 4 - Human
Items for the Party to split between them:
the PHB says:
In this case, I'd argue that it's yet another case of incompetence from the proofing team. The 2024 DMG in theory would be the one to follow as it contains more detailed info on awarding magic items, treasure, and suchlike. So this becomes for the DM to decide which version they follow. The simplified guide in the PHB, or the detailed guides in the DMG. I think it's obvious which one I'd go with.
DM session planning template - My version of maps for 'Lost Mine of Phandelver' - Send your party to The Circus - Other DM Resources - Maps, Tokens, Quests - 'Better' Player Character Injury Tables?
Actor, Writer, Director & Teacher by day - GM/DM in my off hours.