So I've been running a campaign and we've round-robin'd as DM a couple of times. Early on one of the DMs dropped a Ring of Caeli on one of the players. This ring is a legendary magic item that (in short) lets the PC summon an invisible stalker for 8 hours every day, and summon an air elemental and several other things.
Basically, I like to hand-craft my scenes at key points in the adventure, and it's kind of tough with an invisible stalker and air elemental possibly killing its way to an objective ahead of the party for 8 straight hours at any given point in the adventure.
I don't want to break my PCs spirit by just taking it away from them, but I also don't to have to do double-work everytime I create a scenario.
Actually, since you're all DMs, let me just put it to you this way:
You are a DM creating a campaign for level 4 adventurers. They have this ring (see below). What do you do??
Thanks :)
This magical ring is a platinum band etched with faint swirling patters which glow when expending charges. A light blue sapphire is prominently mounted on the ring, encircled by eight tiny pale sapphires that are difficult to discern. As a bonus action, the attuned wearer can make the ring invisible while being worn.
The Ring of Caeli is an enhanced ring of air elemental command. In addition to its normal powers (see below), the ring has an invisible stalker bound to it (specifically, the large sapphire). Once per day, the attuned wearer can summon the invisible stalker as per a conjure elemental spell, without concentration, for a duration of up to 6 hours.
While wearing this ring, you have advantage on attack rolls against air elementals, and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the Elemental Plane of Air.
The ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17.
You can expend 2 of the ring's charges to cast conjure elemental on an air elemental. In addition, when you fall, you descend 60 feet per round and take no damage from falling. You can also speak and understand Auran.
If you help slay an air elemental while attuned to the ring, you gain access to the following additional properties:
You have resistance to lightning damage.
You have a flying speed equal to your walking speed and can hover.
You can cast the following spells from the ring, expending the necessary number of charges: chain lightning (3 charges), gust of wind (2 charges), or wind wall (1 charge).
I would tell them the ring is no longer recharging, or at the least seriously nerf the recharging so they have to be incredibly judicious with it. And then once the ring runs out of charges, I would have the elemental and stalker be released from the rings power and both turn on the wearer.
I would tell them the ring is no longer recharging, or at the least seriously nerf the recharging so they have to be incredibly judicious with it. And then once the ring runs out of charges, I would have the elemental and stalker be released from the rings power and both turn on the wearer.
Ah yes, punishing the players for a different DMs item, that is always a great way to go.
Talk to the player with the item, explain that you are having issues creating encounters that are going to be challenging due to the ring and want to dial it back a little. This needs to be a conversation outside of the game and not just something changed on the fly.
As per the description of the Stalker:
Directed Hunter. When an invisible stalker is created, it stays at its summoner’s side until it is given a task to perform. If an assignment doesn’t involve hunting down and slaying a specific creature or recovering an object, the magic that created the invisible stalker ends and the elemental is released. Otherwise, it completes the task, then returns to its summoner for more commands, forced to serve until the magic that binds it expires. If its summoner dies in the interim, the invisible stalker vanishes after completing its task.
An invisible stalker is an unwilling servant at best. It resents any undertaking assigned to it. A mission that requires significant time might drive the invisible stalker to pervert the intent of a command unless it is worded carefully.
So, makes it pretty easy to plan around the stalker (which seems like your biggest concern). If the PC commands it to go fight the Key Bad guy, subvert it, the stalker is unwilling ,especially if it is going to take time. So instead of rushing there, the stalker simply runs off and takes it's time getting to the bad guy, to only reach there at the same time as the PCs or even expiring its summon time. Don't do this always, but it's somewhat in the nature of the elemental. Not sure what your concern is with the Air elemental, they aren't some OP summon that will kill everything. Also, maybe revert it back to the actual text of the Ring of Air Elemental Command That it doesn't summon an air elemental and simply allows dominate monster to be cast on air elementals for two charges. The PC already has a summon on the ring, so that change isn't really all that different.
What I've done so far is I introduced a magic user NPC who stole the ring and I'm making a quest to try and get it back.
This is a temporary fix. I'm thinking either the quest to regain it could last until they level up enough that the ring is not as OP. The Invisible Stalker gem could be removed by the magic user and used in some ritual, or turned against the party in a boss fight, then the remaining ring is the reward (this might be a sucky treasure since it's less than what they had- but coupled with some other magical items for the rest of the group, it might be cool).
I would tell them the ring is no longer recharging, or at the least seriously nerf the recharging so they have to be incredibly judicious with it. And then once the ring runs out of charges, I would have the elemental and stalker be released from the rings power and both turn on the wearer.
Ah yes, punishing the players for a different DMs item, that is always a great way to go.
Oh, I missed that it was a round-robin game. In that case, the first step is to have a frank discussion with the other DM(s), because you've just tripped over one of the big problems with rotating DMs. Your basic problem is that troupe style DMing can only work if there's an implicit or explicit agreement among the DMs to not break stuff. And that means, for example, not giving out Legendary items to low level parties, unless multiple DMs agree it's a good idea, or it's a strictly temporary thing as part of a storyline.
Then, if you can come to a mutually acceptable solution, probably remove the item (its real owner shows up, or something). If you can't come up with a mutually agreeable solution, I would probably drop out.
What I've done so far is I introduced a magic user NPC who stole the ring and I'm making a quest to try and get it back.
This is a temporary fix. I'm thinking either the quest to regain it could last until they level up enough that the ring is not as OP. The Invisible Stalker gem could be removed by the magic user and used in some ritual, or turned against the party in a boss fight, then the remaining ring is the reward (this might be a sucky treasure since it's less than what they had- but coupled with some other magical items for the rest of the group, it might be cool).
So.... you asked us for a solution, but you've already enacted something, so everything we say is not helpful because the information discussed in your first post assumes the PC still has the item.... You've as per this post "solved" your current problem by postponing dealing with the item till it is more level appropriate.
Homebrew item? cause I’m not seeing it. Either way, if you’re planning to play keep away until it’s not OP, that’s going to be a long time. Maybe it’s time for a table discussion, the ring is OP, and making the rest of the party all but pointless. It was a mistake, and any way to fix it in game is going to feel like you’re just screwing the player who had it. Needs to be fixed out of game. I imagine whoever is next in the DM rotation will thank you for starting the discussion.
What I've done so far is I introduced a magic user NPC who stole the ring and I'm making a quest to try and get it back.
This is a temporary fix. I'm thinking either the quest to regain it could last until they level up enough that the ring is not as OP. The Invisible Stalker gem could be removed by the magic user and used in some ritual, or turned against the party in a boss fight, then the remaining ring is the reward (this might be a sucky treasure since it's less than what they had- but coupled with some other magical items for the rest of the group, it might be cool).
This solution is fine, and I'd urge you to have more confidence in it. It never feels fair to take away a reward given to the PCs, but D&D 5e is pretty clear that powerful magic items attract powerful foes. Low-level PCs aren't in a position to protect an item like this from those that might want to seize it, and so this shouldn't be anything unexpected. Once the item is out of their hands, there's no reason the NPC shouldn't fulfill whatever agenda they had for it.
Anyone who thinks any reward given to the PCs ought to be permanent should probably start asking themselves how all those magic items ended up in this dungeon or the other in the first place. That sometimes the PCs are robbed or attacked in this way is in keeping with the setting and with the dangers of being an adventurer. That doesn't mean you should screw your PCs over by not giving them any chance to prevent such things from happening, but assuming you handled that well, I don't see any issue with this.
I would say it's probably best you talk with the other DMs and establish some ground rules so this doesn't happen again.
To clarify, another GM used a random loot table that I believe they pulled from an early (2nd?) edition book or something. When I compared this ring to the comparable Ring of Elemental Air Elemental Command which IS actually Legendary, I can really see that this item would beyond Artifact in its rarity. So I feel better about finding a way to remove it.
I think the "delay" plan isn't going to work as this item is so so OP that it'd take forever for the party to match its power (they just hit level 5). I think I'll go with the aforementioned plan. Also, a table discussion may wind up happening if there are any bad vibes, but that's how it goes.
Well, just to be candid, the item would never make it into one of my games at 4th level. If somehow this happened it would make its way out again.
In character consider the following ... a low level character has an immensely powerful magic item. If they make use of this item, how long do you think it would be before someone much more powerful came along and took it away from them? It is a legendary item, this means it is actually a "legend". Stories are told about the immense power of the item, rumors abound about what it can do, some of them accurate. If some creature describes the party having the regular assistance of an invisible stalker at their level, intelligent opponents will recognize the effects of the ring. Evil ones will attempt to take it for their own use, good ones will attempt to recover the item before evil ones can use it. No one is going to let a weak group of low level characters keep such an immensely powerful item ... unless they choose not to use it. Any use would give things away. Not only that, but there is no way to prevent opponents from scrying for this item. Basically, the party has a huge target painted on them until they dispose of the ring. (It sounds like you have already implemented something like this but the characters shouldn't have much chance to recover it until they are level 11+)
From an out of character perspective, have a honest, non-critical discussion with the other players and co-DMs. Unless you all agree to play an exceptionally high level magic game in 5e (think +5 holy avengers ... staff of the magi, staff of power) ... then this item doesn't really fit in until late tier 3 or even tier 4.
----
Options:
- remove the item from play using in-game, in-character effects and storylines
- talk to the players/co-DMs about item balance and the party decides to give the ring into the safekeeping of a powerful ally until it is level appropriate ... also ask your co-DMs to keep a handle on OP magic items since it makes it tougher for everyone.
- if neither of the above work, then discuss making some changes to the item. First and foremost, require concentration like in the conjure elemental spell for summoning the invisible stalker. Requiring concentration prevents the character from having both the invisible stalker and air elemental at the same time. It also adds an element of risk since if concentration is broken, the invisible stalker is likely to turn on the party.
"If your concentration is broken, the elemental doesn't disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can't be dismissed by you, and it disappears 1 hour after you summoned it."
I like the idea of the stalker being sentient and also mortal, so it's not just like... an expendable resource the party can just send on suicide missions without any concern (if they want that, they can just learn Find Familiar). But if it's essentially a real character who has an opinion on what happens to them and who will stay dead permanently if they die, it would make the players more wary about using it recklessly. As well, summoning an elemental is obviously OP at the level they're at, but the chance that it will turn on the party should keep it from, again, being used recklessly to solve every problem.
I just want to point out to those who are implying the OP should never have put it into his game. Please re-read the original post -- the OP didn't. It's a rotating DM situation and another DM put this item into the game.
This is a very tough situation. The other DM made a huge mistake, but instead of that DM having to live with it, the other DMs now have to until that DM's turn comes around again. This is why I detest rotating DMs and I will not DM in such a situation. If people want to rotate, fine... we each run our own campaign, separate and distinct from each other. Maybe, maybe, I'll agree to share the multiverse with you, but that's probably it. And maybe not even that, if we can't agree on gods or planes or that kind of thing.
I'm not trying to be a jerk here, but my experience is just, sharing the campaign, with multi DMs for the same party, is just awful. It wasn't D&D, but in Champions, we rotated GMs, and with one super-group, called Gamma Force, I was constantly having to deal with the fact that my 2 friends who were the other players/GMs, would let each other's characters buy wildly overpowered (and specifically house-rule-breaking) powers and abilities, and they would out-vote me every time I tried to stop it. I should have said "Fine I won't GM" right from the get-go, but I was a kid and not good at putting my foot down. I'm a cranky old GM now and that foot would come down if someone tried to pull this on me now.
I think the OP's solution was fine, but OP... please have a talk with the other DMs, and make sure they agree no more game-breaking magic items. If they can't agree to that, then I would follow Pantagruel's advice (always wise) and drop out.
Rollback Post to RevisionRollBack
WOTC lies. We know that WOTC lies. WOTC knows that we know that WOTC lies. We know that WOTC knows that we know that WOTC lies. And still they lie.
Because of the above (a paraphrase from Orwell) I no longer post to the forums -- PM me if you need help or anything.
Disclaimer: This signature is a badge of membership in the Forum Loudmouth Club. We are all friends. We are not attacking each other. We are engaging in spirited, friendly debate with one another. We may get snarky, but these are not attacks. Thank you for not reporting us.
I feel like rotating DM's really only works in a like... "Adventurer's League" system where there's not really a strong narrative that the characters are tied to and instead mostly just a series of one-shots that the characters go on. That's actually kind of a good way to run it, since AL has some hard and fast rules about treasure and magic items.
Rotating DMs could potentially work in the old school way of every DM having a "dungeon" and the dungeons having levels that as you go down increase in difficult. So level 1 of the dungeon is for level 1 characters, level 2 is for level 2 characters, and so on. Adventurers just "went to the dungeon" and tried to beat it. You can rotate that way... each party can enter "your" dungeon. If the level 4 party is "too powerful," not a big deal, just have them adventure on level 5 or 6 of the dungeon. But there is no story there, and no real "world" to break. And each DM's dungeon is like his or her own little "mini-verse."
But if you are going to try to do actual stories and continuity and rotate? Ugh, no. Never.
As I said, I will happily rotate DM duties with you, but you have your world, party, and campaign, and I have mine.
I've run with rotating DMs (a 4th edition game inspired by Stargate SG-1), you can have ongoing storylines with continuity as long as there are a bunch of parallel threads where it's reasonable that you just won't interact with one of the threads for a few sessions.
To clarify, the stats of the item are established. The ring is in by the other DM, so it is what it is. We definitely won't be including anymore magical loot from other D&D editions as it clearly unbalances the game. There's a reason the 5e loot table for individual monsters doesn't say roll a magic item from magic item table XYZ for defeating a CR 1 enemy. This would be a non issue if the other DM was using the DMG to roll for loot. But everyone has their romantic memories of old systems and I don't thing they had considered the outgrowth of the problem.
This is our first time doing rotating DMs and I have a feeling it will be a short-lived experiment. Likely we'll just take turns doing separate campaigns to avoid this kind of stuff.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
So I've been running a campaign and we've round-robin'd as DM a couple of times. Early on one of the DMs dropped a Ring of Caeli on one of the players. This ring is a legendary magic item that (in short) lets the PC summon an invisible stalker for 8 hours every day, and summon an air elemental and several other things.
Basically, I like to hand-craft my scenes at key points in the adventure, and it's kind of tough with an invisible stalker and air elemental possibly killing its way to an objective ahead of the party for 8 straight hours at any given point in the adventure.
I don't want to break my PCs spirit by just taking it away from them, but I also don't to have to do double-work everytime I create a scenario.
Actually, since you're all DMs, let me just put it to you this way:
You are a DM creating a campaign for level 4 adventurers. They have this ring (see below). What do you do??
Thanks :)
This magical ring is a platinum band etched with faint swirling patters which glow when expending charges. A light blue sapphire is prominently mounted on the ring, encircled by eight tiny pale sapphires that are difficult to discern. As a bonus action, the attuned wearer can make the ring invisible while being worn.
The Ring of Caeli is an enhanced ring of air elemental command. In addition to its normal powers (see below), the ring has an invisible stalker bound to it (specifically, the large sapphire). Once per day, the attuned wearer can summon the invisible stalker as per a conjure elemental spell, without concentration, for a duration of up to 6 hours.
While wearing this ring, you have advantage on attack rolls against air elementals, and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the Elemental Plane of Air.
The ring has 5 charges. It regains 1d4 + 1
expended charges daily at dawn. Spells cast from the ring have a save DC of 17.
You can expend 2 of the ring's charges to cast conjure elemental on an air elemental. In addition, when you fall, you descend 60 feet per round and take no damage from falling. You can also speak and understand Auran.
If you help slay an air elemental while attuned to the ring, you gain access to the following additional properties:
I would tell them the ring is no longer recharging, or at the least seriously nerf the recharging so they have to be incredibly judicious with it. And then once the ring runs out of charges, I would have the elemental and stalker be released from the rings power and both turn on the wearer.
I would break the PCs spirit by taking the item away.
Ah yes, punishing the players for a different DMs item, that is always a great way to go.
Talk to the player with the item, explain that you are having issues creating encounters that are going to be challenging due to the ring and want to dial it back a little. This needs to be a conversation outside of the game and not just something changed on the fly.
As per the description of the Stalker:
So, makes it pretty easy to plan around the stalker (which seems like your biggest concern). If the PC commands it to go fight the Key Bad guy, subvert it, the stalker is unwilling ,especially if it is going to take time. So instead of rushing there, the stalker simply runs off and takes it's time getting to the bad guy, to only reach there at the same time as the PCs or even expiring its summon time. Don't do this always, but it's somewhat in the nature of the elemental. Not sure what your concern is with the Air elemental, they aren't some OP summon that will kill everything. Also, maybe revert it back to the actual text of the Ring of Air Elemental Command That it doesn't summon an air elemental and simply allows dominate monster to be cast on air elementals for two charges. The PC already has a summon on the ring, so that change isn't really all that different.
What I've done so far is I introduced a magic user NPC who stole the ring and I'm making a quest to try and get it back.
This is a temporary fix. I'm thinking either the quest to regain it could last until they level up enough that the ring is not as OP. The Invisible Stalker gem could be removed by the magic user and used in some ritual, or turned against the party in a boss fight, then the remaining ring is the reward (this might be a sucky treasure since it's less than what they had- but coupled with some other magical items for the rest of the group, it might be cool).
Oh, I missed that it was a round-robin game. In that case, the first step is to have a frank discussion with the other DM(s), because you've just tripped over one of the big problems with rotating DMs. Your basic problem is that troupe style DMing can only work if there's an implicit or explicit agreement among the DMs to not break stuff. And that means, for example, not giving out Legendary items to low level parties, unless multiple DMs agree it's a good idea, or it's a strictly temporary thing as part of a storyline.
Then, if you can come to a mutually acceptable solution, probably remove the item (its real owner shows up, or something). If you can't come up with a mutually agreeable solution, I would probably drop out.
So.... you asked us for a solution, but you've already enacted something, so everything we say is not helpful because the information discussed in your first post assumes the PC still has the item.... You've as per this post "solved" your current problem by postponing dealing with the item till it is more level appropriate.
Homebrew item? cause I’m not seeing it.
Either way, if you’re planning to play keep away until it’s not OP, that’s going to be a long time.
Maybe it’s time for a table discussion, the ring is OP, and making the rest of the party all but pointless. It was a mistake, and any way to fix it in game is going to feel like you’re just screwing the player who had it. Needs to be fixed out of game. I imagine whoever is next in the DM rotation will thank you for starting the discussion.
It's a modified ring of air elemental command. Adds on the summon invisible stalker and changed the "dominate monster" to summon elemental.
This solution is fine, and I'd urge you to have more confidence in it. It never feels fair to take away a reward given to the PCs, but D&D 5e is pretty clear that powerful magic items attract powerful foes. Low-level PCs aren't in a position to protect an item like this from those that might want to seize it, and so this shouldn't be anything unexpected. Once the item is out of their hands, there's no reason the NPC shouldn't fulfill whatever agenda they had for it.
Anyone who thinks any reward given to the PCs ought to be permanent should probably start asking themselves how all those magic items ended up in this dungeon or the other in the first place. That sometimes the PCs are robbed or attacked in this way is in keeping with the setting and with the dangers of being an adventurer. That doesn't mean you should screw your PCs over by not giving them any chance to prevent such things from happening, but assuming you handled that well, I don't see any issue with this.
I would say it's probably best you talk with the other DMs and establish some ground rules so this doesn't happen again.
Okay, thanks for the great input folks.
To clarify, another GM used a random loot table that I believe they pulled from an early (2nd?) edition book or something. When I compared this ring to the comparable Ring of Elemental Air Elemental Command which IS actually Legendary, I can really see that this item would beyond Artifact in its rarity. So I feel better about finding a way to remove it.
I think the "delay" plan isn't going to work as this item is so so OP that it'd take forever for the party to match its power (they just hit level 5). I think I'll go with the aforementioned plan. Also, a table discussion may wind up happening if there are any bad vibes, but that's how it goes.
Thanks again!
Some of the options I would have implemented in my game.
First, I wouldn't have given the item fully powered. I would have let them upgrade it over time.
Give a lesser reward for conflicts easily solved with the ring. If the Stalker killed everything, then why would the party get as much exp?
Have the Stalker become bitter over time if it keeps getting damaged. If it gets killed, it ain't coming back.
Have the Stalker take more time or require energy in order to heal or it will come back damaged.
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
Well, just to be candid, the item would never make it into one of my games at 4th level. If somehow this happened it would make its way out again.
In character consider the following ... a low level character has an immensely powerful magic item. If they make use of this item, how long do you think it would be before someone much more powerful came along and took it away from them? It is a legendary item, this means it is actually a "legend". Stories are told about the immense power of the item, rumors abound about what it can do, some of them accurate. If some creature describes the party having the regular assistance of an invisible stalker at their level, intelligent opponents will recognize the effects of the ring. Evil ones will attempt to take it for their own use, good ones will attempt to recover the item before evil ones can use it. No one is going to let a weak group of low level characters keep such an immensely powerful item ... unless they choose not to use it. Any use would give things away. Not only that, but there is no way to prevent opponents from scrying for this item. Basically, the party has a huge target painted on them until they dispose of the ring. (It sounds like you have already implemented something like this but the characters shouldn't have much chance to recover it until they are level 11+)
From an out of character perspective, have a honest, non-critical discussion with the other players and co-DMs. Unless you all agree to play an exceptionally high level magic game in 5e (think +5 holy avengers ... staff of the magi, staff of power) ... then this item doesn't really fit in until late tier 3 or even tier 4.
----
Options:
- remove the item from play using in-game, in-character effects and storylines
- talk to the players/co-DMs about item balance and the party decides to give the ring into the safekeeping of a powerful ally until it is level appropriate ... also ask your co-DMs to keep a handle on OP magic items since it makes it tougher for everyone.
- if neither of the above work, then discuss making some changes to the item. First and foremost, require concentration like in the conjure elemental spell for summoning the invisible stalker. Requiring concentration prevents the character from having both the invisible stalker and air elemental at the same time. It also adds an element of risk since if concentration is broken, the invisible stalker is likely to turn on the party.
"If your concentration is broken, the elemental doesn't disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can't be dismissed by you, and it disappears 1 hour after you summoned it."
I like the idea of the stalker being sentient and also mortal, so it's not just like... an expendable resource the party can just send on suicide missions without any concern (if they want that, they can just learn Find Familiar). But if it's essentially a real character who has an opinion on what happens to them and who will stay dead permanently if they die, it would make the players more wary about using it recklessly. As well, summoning an elemental is obviously OP at the level they're at, but the chance that it will turn on the party should keep it from, again, being used recklessly to solve every problem.
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium
I just want to point out to those who are implying the OP should never have put it into his game. Please re-read the original post -- the OP didn't. It's a rotating DM situation and another DM put this item into the game.
This is a very tough situation. The other DM made a huge mistake, but instead of that DM having to live with it, the other DMs now have to until that DM's turn comes around again. This is why I detest rotating DMs and I will not DM in such a situation. If people want to rotate, fine... we each run our own campaign, separate and distinct from each other. Maybe, maybe, I'll agree to share the multiverse with you, but that's probably it. And maybe not even that, if we can't agree on gods or planes or that kind of thing.
I'm not trying to be a jerk here, but my experience is just, sharing the campaign, with multi DMs for the same party, is just awful. It wasn't D&D, but in Champions, we rotated GMs, and with one super-group, called Gamma Force, I was constantly having to deal with the fact that my 2 friends who were the other players/GMs, would let each other's characters buy wildly overpowered (and specifically house-rule-breaking) powers and abilities, and they would out-vote me every time I tried to stop it. I should have said "Fine I won't GM" right from the get-go, but I was a kid and not good at putting my foot down. I'm a cranky old GM now and that foot would come down if someone tried to pull this on me now.
I think the OP's solution was fine, but OP... please have a talk with the other DMs, and make sure they agree no more game-breaking magic items. If they can't agree to that, then I would follow Pantagruel's advice (always wise) and drop out.
WOTC lies. We know that WOTC lies. WOTC knows that we know that WOTC lies. We know that WOTC knows that we know that WOTC lies. And still they lie.
Because of the above (a paraphrase from Orwell) I no longer post to the forums -- PM me if you need help or anything.
I think "rotating" DM'ing is a recipe for disaster in almost every case. The last time I tried it, I had someone poach my group out from under me.
My DM Philosophy, as summed up by other people: https://drive.google.com/file/d/1rN5w4-azTq3Kbn0Yvk9nfqQhwQ1R5by1/view
Disclaimer: This signature is a badge of membership in the Forum Loudmouth Club. We are all friends. We are not attacking each other. We are engaging in spirited, friendly debate with one another. We may get snarky, but these are not attacks. Thank you for not reporting us.
I feel like rotating DM's really only works in a like... "Adventurer's League" system where there's not really a strong narrative that the characters are tied to and instead mostly just a series of one-shots that the characters go on. That's actually kind of a good way to run it, since AL has some hard and fast rules about treasure and magic items.
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium
Rotating DMs could potentially work in the old school way of every DM having a "dungeon" and the dungeons having levels that as you go down increase in difficult. So level 1 of the dungeon is for level 1 characters, level 2 is for level 2 characters, and so on. Adventurers just "went to the dungeon" and tried to beat it. You can rotate that way... each party can enter "your" dungeon. If the level 4 party is "too powerful," not a big deal, just have them adventure on level 5 or 6 of the dungeon. But there is no story there, and no real "world" to break. And each DM's dungeon is like his or her own little "mini-verse."
But if you are going to try to do actual stories and continuity and rotate? Ugh, no. Never.
As I said, I will happily rotate DM duties with you, but you have your world, party, and campaign, and I have mine.
WOTC lies. We know that WOTC lies. WOTC knows that we know that WOTC lies. We know that WOTC knows that we know that WOTC lies. And still they lie.
Because of the above (a paraphrase from Orwell) I no longer post to the forums -- PM me if you need help or anything.
I've run with rotating DMs (a 4th edition game inspired by Stargate SG-1), you can have ongoing storylines with continuity as long as there are a bunch of parallel threads where it's reasonable that you just won't interact with one of the threads for a few sessions.
Yeah good points all.
To clarify, the stats of the item are established. The ring is in by the other DM, so it is what it is. We definitely won't be including anymore magical loot from other D&D editions as it clearly unbalances the game. There's a reason the 5e loot table for individual monsters doesn't say roll a magic item from magic item table XYZ for defeating a CR 1 enemy. This would be a non issue if the other DM was using the DMG to roll for loot. But everyone has their romantic memories of old systems and I don't thing they had considered the outgrowth of the problem.
This is our first time doing rotating DMs and I have a feeling it will be a short-lived experiment. Likely we'll just take turns doing separate campaigns to avoid this kind of stuff.