What magical items should i give my group when they find lots of boxes of loot. I cant seem to choose which ones are good and are not and i end up just putting all of them down. Noted that some of them can be a trick. Thanks!
What to give your party specifically depends on the party makeup and how they operate tactically, socially and when exploring. Unfortunately, your question is so broad that any answer given is most likely going to be incorrect. So instead of listing what specifically to give your party, how about this: If you are going to hand out magic items to your party, I might suggest that you stick with the guidelines set in XGtE for Awarding Magic Items.
“Travel is fatal to prejudice, bigotry, and narrow-mindedness, and many of our people need it sorely on these accounts. Broad, wholesome, charitable views of men and things cannot be acquired by vegetating in one little corner of the earth all one's lifetime.” - Mark Twain - Innocents Abroad
Thanks for the help. I start my first campaign tommorrow and I am not sure what they are playing as. They will start of at level 1 and i will have a look in XGte.
I'm not sure what XgtE says on this (will have to look it up later) but I would avoid giving out magical weapons and such for the first 3 levels. The players will be gaining xp and leveling up quickly, and so giving them further boosts of magical weapons and armour will not seem as beneficial because they also got their level-up.
I'm aiming to keep magical weapons for somewhere in the middle of higher levels, where the party has done something worth rewarding but isn't close to leveling up yet. The rewards from level 1-3 come just from playing the game, to keep people feeling their progress, save the magical weapons and such for later!
I've given my level 3/4 party some magical items, and the only ones which aren't utility is a ring of firebolt (possibly cursed) and some pebbles which can do cold damage. The others are a sponge which is always wet and a tap which pours water from the surrounding area when turned on. They found them in a safe room in a cave populated by magma mephits, who stored them to keep them away from themselves!
Either way, magic items at level 1 is probably not a good idea.
Most things that might be magical loot could be things that are not immediately useful to the party. Random loot is good for a lot of things.
Selling to raise cash. (Role play opportunities)
Things that can be stolen by thieves. (Without ticking the party off severely.)
Finding ways to utilize it creatively.
If the party is trying to bargain with an NPC giving them a valuable but useless to the party item would work well.
If the party is of low level, give them consumables, specifically healing potions. Give them potions to alleviate exhaustion then give them exhaustion. Give them random potions. They may just stay in someones inventory until just the right time. Give them low level wondrous items.
Give them a ring of mind shielding with an entity already in it. Then harass the PC occasionally.
So first ask yourself "how do I want my players engaging in this world". At level 1 don't even worry about magic items - at MOST, common potions of healing. Magic items sold in shops should be too expensive for them at low levels and not nominal for a while after, and depending on where they are in the world (big city, small rural outpost) should influence how many and what kind of magic items are even for sale.
If you want magical items everywhere, great - but, scale accordingly your PCs fights. If everyone has them, uncommon magic weapons probably won't feel special - but that's fine, if your world just has it that way. And maybe get a sense of which magical items you want to be more commonplace than others.
If you want magical items to be rare, also great - but, make sure your PCs are getting them. Loot drops at the end of a mission, rewards for doing a mission, etc. Design it so the magical items that drop are held by someone they need to take it from, and are good for one or two of your PCs based on their class and play style (which you won't know until you've been playing with them for a while).
Some green-level potions can safely be more common magical items; magical weapons and armor shouldn't feel too easy to get, but not terribly hard either by the time they're hitting level 5. Scrolls and utility magic items are kinda up to you and your willingness to have them pick these up, and also how your players are playing.
A few online tools, like Donjon, can help you with setting up loot drops and magic shops.
Use the random treasure generator and go with it based on the players level, whether it be a single monster or treasure horde. Its fun to see what the players get and you have to adjust to it as well.
What magical items should i give my group when they find lots of boxes of loot. I cant seem to choose which ones are good and are not and i end up just putting all of them down. Noted that some of them can be a trick. Thanks!
Checkout the Treasure section of the Dungeon Master's Guide. They have roll tables for loot (and magic items) that can help make it a lot easier then spending tons of time trying to figure that stuff out.
If there is something specific you want to provide. You can do that too on top of using the loot tables.
What magical items should i give my group when they find lots of boxes of loot. I cant seem to choose which ones are good and are not and i end up just putting all of them down. Noted that some of them can be a trick. Thanks!
Depends what are they playing as? what are their classes and levels?
What to give your party specifically depends on the party makeup and how they operate tactically, socially and when exploring. Unfortunately, your question is so broad that any answer given is most likely going to be incorrect. So instead of listing what specifically to give your party, how about this: If you are going to hand out magic items to your party, I might suggest that you stick with the guidelines set in XGtE for Awarding Magic Items.
“Travel is fatal to prejudice, bigotry, and narrow-mindedness, and many of our people need it sorely on these accounts. Broad, wholesome, charitable views of men and things cannot be acquired by vegetating in one little corner of the earth all one's lifetime.” - Mark Twain - Innocents Abroad
Thanks for the help. I start my first campaign tommorrow and I am not sure what they are playing as. They will start of at level 1 and i will have a look in XGte.
I'm not sure what XgtE says on this (will have to look it up later) but I would avoid giving out magical weapons and such for the first 3 levels. The players will be gaining xp and leveling up quickly, and so giving them further boosts of magical weapons and armour will not seem as beneficial because they also got their level-up.
I'm aiming to keep magical weapons for somewhere in the middle of higher levels, where the party has done something worth rewarding but isn't close to leveling up yet. The rewards from level 1-3 come just from playing the game, to keep people feeling their progress, save the magical weapons and such for later!
I've given my level 3/4 party some magical items, and the only ones which aren't utility is a ring of firebolt (possibly cursed) and some pebbles which can do cold damage. The others are a sponge which is always wet and a tap which pours water from the surrounding area when turned on. They found them in a safe room in a cave populated by magma mephits, who stored them to keep them away from themselves!
Either way, magic items at level 1 is probably not a good idea.
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Most things that might be magical loot could be things that are not immediately useful to the party. Random loot is good for a lot of things.
Selling to raise cash. (Role play opportunities)
Things that can be stolen by thieves. (Without ticking the party off severely.)
Finding ways to utilize it creatively.
If the party is trying to bargain with an NPC giving them a valuable but useless to the party item would work well.
If the party is of low level, give them consumables, specifically healing potions. Give them potions to alleviate exhaustion then give them exhaustion. Give them random potions. They may just stay in someones inventory until just the right time. Give them low level wondrous items.
Give them a ring of mind shielding with an entity already in it. Then harass the PC occasionally.
First: at level 1, don't even stress on this.
Second:
Two schools of thought really.
1) Magical items are everywhere.
2) Magical items are rare.
So first ask yourself "how do I want my players engaging in this world". At level 1 don't even worry about magic items - at MOST, common potions of healing. Magic items sold in shops should be too expensive for them at low levels and not nominal for a while after, and depending on where they are in the world (big city, small rural outpost) should influence how many and what kind of magic items are even for sale.
If you want magical items everywhere, great - but, scale accordingly your PCs fights. If everyone has them, uncommon magic weapons probably won't feel special - but that's fine, if your world just has it that way. And maybe get a sense of which magical items you want to be more commonplace than others.
If you want magical items to be rare, also great - but, make sure your PCs are getting them. Loot drops at the end of a mission, rewards for doing a mission, etc. Design it so the magical items that drop are held by someone they need to take it from, and are good for one or two of your PCs based on their class and play style (which you won't know until you've been playing with them for a while).
Some green-level potions can safely be more common magical items; magical weapons and armor shouldn't feel too easy to get, but not terribly hard either by the time they're hitting level 5. Scrolls and utility magic items are kinda up to you and your willingness to have them pick these up, and also how your players are playing.
A few online tools, like Donjon, can help you with setting up loot drops and magic shops.
Use the random treasure generator and go with it based on the players level, whether it be a single monster or treasure horde. Its fun to see what the players get and you have to adjust to it as well.
https://www.dndbeyond.com/sources/dmg/treasure#RandomTreasure
Checkout the Treasure section of the Dungeon Master's Guide. They have roll tables for loot (and magic items) that can help make it a lot easier then spending tons of time trying to figure that stuff out.
If there is something specific you want to provide. You can do that too on top of using the loot tables.
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