Ok, here is a question. Do you award all the players at the same time or dole them out to individual players over the course of the session(s)?
I never give stuff to specific characters. It's the party's loot, they can divide it up how they want. Of course, I sometimes target specific characters with items, relying on them to figure out where it can be most useful (i.e. only one of them uses a spear, so here's a magic spear)
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Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
I will throw magic items into the villian hoard, however scant that might be. The items themselves need not be specific to an intended player. If the party decides on where to put the item, so be it. If the party decides that they don't want the item, they can make an attempt to sell it for cash, favor, assistance, whatever they think they can get out of it. I think it interesting to learn what they will do and how they will find a way to use items that they cannot use first-hand themselves. I also allow the PCs the opportunity to hit the local bazaar/market to see what traveling merchants might have available. Sometimes it's wonderous, sometimes it's mundane. But the idea that not even I know what is there until the PCs look for it is the fun part.
If the party wants to contract the construction of a magic item, either single use or permanent, I will give them a price range based on it's overall rarity and whether it is a major or minor item, require them to have 1/2 of the gold up front and the other 1/2 at the end of (sometimes) a long construction process. Which, in the meantime, the BBEG is still advancing their plot.
As an example, my party just contracted the creation of a Spell Scroll of Etherealness so as to make it possible to catch and combat a Night Hag. The Night Hag was a random encounter on the road that turned into a story arc for two of my PCs, I just got lucky there. Also didn't have a way outlined for them to be able to rid themselves of the Night Hag, so they went searching and researching. Found some trinkets to help disguise themselves from her and came up with the plan to ambush her once she attempts contact with the PC again. I went with it cause they came up with it. Sounds like fun, and they feel like they figured it all out by themselves, because they created it all, themselves. Long story short, this wouldn't have been possible had I arbitrarily not allowed them access to magic items.
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“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
I usually only give magic items every 3-5 sessions. That being said, one of my players is an Artificer and they frequently swap out infusions and make simple wands and stuff so the group gets plenty of disposable items to use and experience a variety of objects that a level 14 artificer can make. They've become self-regulating.
Ok, here is a question. Do you award all the players at the same time or dole them out to individual players over the course of the session(s)?
I never give stuff to specific characters. It's the party's loot, they can divide it up how they want. Of course, I sometimes target specific characters with items, relying on them to figure out where it can be most useful (i.e. only one of them uses a spear, so here's a magic spear)
Same.
As for BKT's question, usually one or two at a time, not one for everyone. I don't even do it throughout the session. I tend to give one magic item in a session, than one more a session or two later. If I were to give 3-5 at a time, I'd definitely give them out a lot less often.
(So as for the OPs question it would depend on how many magic items you give out when you "give out magic items")
I am running a party of 8, they are level 5 and currently have a total of 21 magic items between them, ignoring potions.
As standard I always allow my parties to get hold of a bag of holding by level 2/3 it just makes management of inventory a lot easier. I also incorporate magic shops into my world.
We have in no particular order Cloak of Many fashions (bought) and Adamantine Chain Shirt (found) on the cleric Periapt of wound closing (given as part of story) and Cloak of Protection (bought) on Sorcerer +1 short sword on Rogue (found) Wand of Magic Missiles (bought) on warlock Bracers of Defence (bought) and a +1 broadsword (found) on Barbarian Boots of Striding and Springing (bought) and a modified Cloak of Elven Kind (only advantage on the roll, no disadvantage to spot) also bought on the ranger Cap of Water Breathing, same modified cloak of Elven Kind +1 Longbow and a Ruby of the War Mage on the fighter all bought Goggles of Night (found) on the artificer.
In addition the party have a decanter of endless water, a bag of holding, a pair of sending stones, an amulet of the drunkard an immovable rod and an orb of Direction - all found
The game isn't broken with these items many of them are useful in only very set situations, some of them I have made available because of problems the party are going to face in the future and they provide an option to solve those problems.
We are a year in now, so probably a total of 46 sessions, each 3 hours long so that is roughly a magic item every 2 or so sessions, however this isn't the rate they get them, they might go several months real time not finding anything new and then find a horde of stuff, or have raised enough money to go shopping, although the magic shop where they are is now out of commission because they have cleared it out and they have just found out it is run by the BBEG, they have yet to work out that various magic items they have bought are tagged with an incantation that lets him know where they are and scry on them very easily.
My party of five 5th-levels (should hit 6th next session) has 23 non-consumable items between them (so not counting potions, a handful of magic one-use ammo, and one scroll). There's also a couple "magic items" (per DDB's system) that give skill bonuses but aren't actually magical, like high-quality chef's utensils for the character with the Chef feat:
Found: Amulet of Wyrmspower, Earrings of Feather Falling, Dusk Mask, Lantern of Revealing, +1 Moon Shard Dagger, Bag of Holding, the Indomitable Blade (magic shortsword that's just a +1 until it's unlocked/attuned, which hasn't happened yet), Dagger of Seeking, Harbinger Lock Picks, Lute of Location, Agate Elephant, Brooch of Stone Sympathy, Bracelets of Bewitchment, the Aubade Shield, Rod of Cake, a +1 longsword, Armor of Fog, Tiny Champion, Polyglot Pin, Spear of Retribution
Bought: Bramblebow, Immovable Rod, one Unbreakable Arrow
blue = full homebrew red = homebrew tweak of existing item
EDIT: LOL, make that 24. In compiling the list I noticed no one in the group had taken a minor little bauble (reroll a 1 once per long rest) they found
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Something minor and 1-time consumable every/every other session, nothing major (like a potion of dragon breath, allowing character to use dragonborn's ability to breathe element once), and more powerfull and permanent stuff after completing plot points/defeatng minor bad guys, usually once in 3-5 sessions and such item would prop the player in a deprtament they feel lacking/underpowered.
Often, during a downtime, players will seek out things they feel they need. Like a cleric in my group felt, like he's lacking in melee combat. So he went for the shady-looking runesmith and got himself enchanted hammer (it deals 1d4 necrotic damage to the wielder, multiplies it by 2 and deals it to the target. You can't heal out the sacrificed health with magic). Give your fighter a sword that rap-battles their enemies and, on crit, auto-casts "Vicious Mockery". Give your wizard a long scarf, that will automaticly stablize them once they are inevitably faint from 1d4 of papercut damage and would drag them away from the danger. Give your barbarian a circlet of greater intellegnce, allowing them to count past 12.
A good thing would be to openly talk to your players about artifacts. Maybe they want to drown in shiny stuff like in some looter-shooter. Or maybe they want the artifacts to be rare, but flexible and adaptable to their user.
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Ok, here is a question. Do you award all the players at the same time or dole them out to individual players over the course of the session(s)?
I never give stuff to specific characters. It's the party's loot, they can divide it up how they want. Of course, I sometimes target specific characters with items, relying on them to figure out where it can be most useful (i.e. only one of them uses a spear, so here's a magic spear)
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
I will throw magic items into the villian hoard, however scant that might be. The items themselves need not be specific to an intended player. If the party decides on where to put the item, so be it. If the party decides that they don't want the item, they can make an attempt to sell it for cash, favor, assistance, whatever they think they can get out of it. I think it interesting to learn what they will do and how they will find a way to use items that they cannot use first-hand themselves. I also allow the PCs the opportunity to hit the local bazaar/market to see what traveling merchants might have available. Sometimes it's wonderous, sometimes it's mundane. But the idea that not even I know what is there until the PCs look for it is the fun part.
If the party wants to contract the construction of a magic item, either single use or permanent, I will give them a price range based on it's overall rarity and whether it is a major or minor item, require them to have 1/2 of the gold up front and the other 1/2 at the end of (sometimes) a long construction process. Which, in the meantime, the BBEG is still advancing their plot.
As an example, my party just contracted the creation of a Spell Scroll of Etherealness so as to make it possible to catch and combat a Night Hag. The Night Hag was a random encounter on the road that turned into a story arc for two of my PCs, I just got lucky there. Also didn't have a way outlined for them to be able to rid themselves of the Night Hag, so they went searching and researching. Found some trinkets to help disguise themselves from her and came up with the plan to ambush her once she attempts contact with the PC again. I went with it cause they came up with it. Sounds like fun, and they feel like they figured it all out by themselves, because they created it all, themselves. Long story short, this wouldn't have been possible had I arbitrarily not allowed them access to 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
I usually only give magic items every 3-5 sessions. That being said, one of my players is an Artificer and they frequently swap out infusions and make simple wands and stuff so the group gets plenty of disposable items to use and experience a variety of objects that a level 14 artificer can make. They've become self-regulating.
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"Play the game however you want to play the game. After all, your fun doesn't threaten my fun."
Same.
As for BKT's question, usually one or two at a time, not one for everyone. I don't even do it throughout the session. I tend to give one magic item in a session, than one more a session or two later. If I were to give 3-5 at a time, I'd definitely give them out a lot less often.
(So as for the OPs question it would depend on how many magic items you give out when you "give out magic items")
I am an average mathematics enjoyer.
>Extended Signature<
I am running a party of 8, they are level 5 and currently have a total of 21 magic items between them, ignoring potions.
As standard I always allow my parties to get hold of a bag of holding by level 2/3 it just makes management of inventory a lot easier. I also incorporate magic shops into my world.
We have in no particular order
Cloak of Many fashions (bought) and Adamantine Chain Shirt (found) on the cleric
Periapt of wound closing (given as part of story) and Cloak of Protection (bought) on Sorcerer
+1 short sword on Rogue (found)
Wand of Magic Missiles (bought) on warlock
Bracers of Defence (bought) and a +1 broadsword (found) on Barbarian
Boots of Striding and Springing (bought) and a modified Cloak of Elven Kind (only advantage on the roll, no disadvantage to spot) also bought on the ranger
Cap of Water Breathing, same modified cloak of Elven Kind +1 Longbow and a Ruby of the War Mage on the fighter all bought
Goggles of Night (found) on the artificer.
In addition the party have a decanter of endless water, a bag of holding, a pair of sending stones, an amulet of the drunkard an immovable rod and an orb of Direction - all found
The game isn't broken with these items many of them are useful in only very set situations, some of them I have made available because of problems the party are going to face in the future and they provide an option to solve those problems.
We are a year in now, so probably a total of 46 sessions, each 3 hours long so that is roughly a magic item every 2 or so sessions, however this isn't the rate they get them, they might go several months real time not finding anything new and then find a horde of stuff, or have raised enough money to go shopping, although the magic shop where they are is now out of commission because they have cleared it out and they have just found out it is run by the BBEG, they have yet to work out that various magic items they have bought are tagged with an incantation that lets him know where they are and scry on them very easily.
My party of five 5th-levels (should hit 6th next session) has 23 non-consumable items between them (so not counting potions, a handful of magic one-use ammo, and one scroll). There's also a couple "magic items" (per DDB's system) that give skill bonuses but aren't actually magical, like high-quality chef's utensils for the character with the Chef feat:
Found: Amulet of Wyrmspower, Earrings of Feather Falling, Dusk Mask, Lantern of Revealing, +1 Moon Shard Dagger, Bag of Holding, the Indomitable Blade (magic shortsword that's just a +1 until it's unlocked/attuned, which hasn't happened yet), Dagger of Seeking, Harbinger Lock Picks, Lute of Location, Agate Elephant, Brooch of Stone Sympathy, Bracelets of Bewitchment, the Aubade Shield, Rod of Cake, a +1 longsword, Armor of Fog, Tiny Champion, Polyglot Pin, Spear of Retribution
Bought: Bramblebow, Immovable Rod, one Unbreakable Arrow
blue = full homebrew
red = homebrew tweak of existing item
EDIT: LOL, make that 24. In compiling the list I noticed no one in the group had taken a minor little bauble (reroll a 1 once per long rest) they found
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Something minor and 1-time consumable every/every other session, nothing major (like a potion of dragon breath, allowing character to use dragonborn's ability to breathe element once), and more powerfull and permanent stuff after completing plot points/defeatng minor bad guys, usually once in 3-5 sessions and such item would prop the player in a deprtament they feel lacking/underpowered.
Often, during a downtime, players will seek out things they feel they need. Like a cleric in my group felt, like he's lacking in melee combat. So he went for the shady-looking runesmith and got himself enchanted hammer (it deals 1d4 necrotic damage to the wielder, multiplies it by 2 and deals it to the target. You can't heal out the sacrificed health with magic).
Give your fighter a sword that rap-battles their enemies and, on crit, auto-casts "Vicious Mockery". Give your wizard a long scarf, that will automaticly stablize them once they are inevitably faint from 1d4 of papercut damage and would drag them away from the danger. Give your barbarian a circlet of greater intellegnce, allowing them to count past 12.
A good thing would be to openly talk to your players about artifacts. Maybe they want to drown in shiny stuff like in some looter-shooter. Or maybe they want the artifacts to be rare, but flexible and adaptable to their user.