So, I've found Snicker-Snack in TWBtWL, and I really want to bring it over to another campaign I'm running. However, I'm not very good at judging power ratings v level - I don't want to introduce it too early and make encounters a doddle. What level would be appropriate?
I've looked online, and the only reference I've seen was that someone said that legendary items should only be given at L20. On the other hand, TWBtWL only runs to L8, which seems incongruous. I will confess though, while I own the book, we've not come to a conclusion as to who will DM it, so I haven't read the actual adventure yet so I can potentially play as a player and still have surprises, not know the solutions to problems, etc. Therefore, it's possible that Snicker-Snack is never actually given to the players - although an L20 item seems very high powered for a campaign that runs L1-8.
So, in your opinion, what level would be appropriate to allow the party to find Snicker-Snack? They're a party of three; a BM Ranger, a Moon Druid and Conquest Paladin, all new players, if that's of any relevance. If it is, please also give a generic answer, so I can learn more as a DM.
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
Items with rarity substantially in excess of character tier (legendary before 17, very rare before 11, rare before 5) are likely to be game-distorting, but there's nothing per se wrong with game-distorting as long as you're prepared to deal with it.
OK great, thanks, that gives me a framework to work with.
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If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
You can also give yourself some breathing room by giving overpowered magic items a convenient drawback. You can allude to something being off without explicitly telling the players what's wrong with the item, then you can figure out what that drawback is down the road.
For example, as a sentient item, Snicker-Snack might simply end its attunement to a low level player mid-combat because it wants them to prove that they are worthy enough to wield it. In order for Snicker-Snack to be reliable, the players must actively seek to appease it. If the player is good about engaging with the item and contributes to the story, then it's a win-win, even if it's a little overpowered.
The best advice I can give about overpowered magic items is this: people want them. I don't mean players, although that certainly seems true.
There are people in your world who want that magic sword or any sufficiently powerful magic item and they're going to see taking it from your party of level 4s (or whatever) as the path of least resistance. There are going to be bad people who want to do this and good people who want to do this. There are going to be people who think that it belongs in a museum. There are going to be people who think they could use the sword more and there are going to be people seduced by the power and perhaps all three at once.
As a GM, the usefulness of artifact is that it generates content and story ideas. And if you don't like this and just want to give your players something cool, that's fine. If you are worried about balance, after a few encounters, you will figure out the new balance.
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So, I've found Snicker-Snack in TWBtWL, and I really want to bring it over to another campaign I'm running. However, I'm not very good at judging power ratings v level - I don't want to introduce it too early and make encounters a doddle. What level would be appropriate?
I've looked online, and the only reference I've seen was that someone said that legendary items should only be given at L20. On the other hand, TWBtWL only runs to L8, which seems incongruous. I will confess though, while I own the book, we've not come to a conclusion as to who will DM it, so I haven't read the actual adventure yet so I can potentially play as a player and still have surprises, not know the solutions to problems, etc. Therefore, it's possible that Snicker-Snack is never actually given to the players - although an L20 item seems very high powered for a campaign that runs L1-8.
So, in your opinion, what level would be appropriate to allow the party to find Snicker-Snack? They're a party of three; a BM Ranger, a Moon Druid and Conquest Paladin, all new players, if that's of any relevance. If it is, please also give a generic answer, so I can learn more as a DM.
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
Items with rarity substantially in excess of character tier (legendary before 17, very rare before 11, rare before 5) are likely to be game-distorting, but there's nothing per se wrong with game-distorting as long as you're prepared to deal with it.
OK great, thanks, that gives me a framework to work with.
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
You can also give yourself some breathing room by giving overpowered magic items a convenient drawback. You can allude to something being off without explicitly telling the players what's wrong with the item, then you can figure out what that drawback is down the road.
For example, as a sentient item, Snicker-Snack might simply end its attunement to a low level player mid-combat because it wants them to prove that they are worthy enough to wield it. In order for Snicker-Snack to be reliable, the players must actively seek to appease it. If the player is good about engaging with the item and contributes to the story, then it's a win-win, even if it's a little overpowered.
The best advice I can give about overpowered magic items is this: people want them. I don't mean players, although that certainly seems true.
There are people in your world who want that magic sword or any sufficiently powerful magic item and they're going to see taking it from your party of level 4s (or whatever) as the path of least resistance. There are going to be bad people who want to do this and good people who want to do this. There are going to be people who think that it belongs in a museum. There are going to be people who think they could use the sword more and there are going to be people seduced by the power and perhaps all three at once.
As a GM, the usefulness of artifact is that it generates content and story ideas. And if you don't like this and just want to give your players something cool, that's fine. If you are worried about balance, after a few encounters, you will figure out the new balance.