It's a level 10 one-shot for a party of 5 fairly experienced players; it's my first time being a DM, hence a one-shot. It's not going to be a pure combat dungeon delve if that makes any difference. They'll start with investigating and information gathering, then tracking down the BBEG, followed by a them tackling a short dungeon at the to get to them.
I'm not allowing homebrew but the Valda's book is allowed. My thoughts were: 2 common magic items, one uncommon, 1 rare and their choice of either a +1 weapon or +1 armour per player.
Is this too much? Too little? Is the distribution between rarities off? Any advice is appreciated.
If this is a one-shot, are the PCs persistent in another campaign, and is there an expectation that the loot be allowed to be carried over to other adventures with the PC?
If No, then this is a moot point. Give them the world, it won't matter if they aren't going to play the PCs again, or the loot isn't allowed outside of this gamespace.
If Yes, then give out enough gold or loot for the PCs to be able to afford to buy an appropriately categorized (common, uncommon, rare....) item of the DMs discretion. If you are that DM, give out what you will allow in your running campaign.
Rollback Post to RevisionRollBack
“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
Consult the DMG p.38 under Starting at Higher Level.
By those guidelines, your initial thoughts seem generous unless you are running an adventure in a very high magic world. But also NB "entirely at your discretion", and that the table puts 10th and 11th level into different categories so extra flexibility may be in order.
Rarities of items often don’t necessarily correlate directly with how strong they are. It’s close, but there’s definitely some outliers. Your restrictions seem fine enough, just make sure to look at what they pick, and be prepared to veto/count an item as a higher rarity if it’s really strong.
Additionally, do you have much experience with Valda’s? I’ve been considering allowing it as my one homebrew source, but I don’t have any non-white room analysis of it. What do you think of it?
You really do not want to hand out items based only on rarity. Items of the same rarity are so drastically different in strength that the categorization is almost useless.
I'd ask them to make item suggestions based on backstory/build etc and ask that it not just be to power game.
Maybe start everyone out with a +1 weapon or cater equiv.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
It's a level 10 one-shot for a party of 5 fairly experienced players; it's my first time being a DM, hence a one-shot. It's not going to be a pure combat dungeon delve if that makes any difference. They'll start with investigating and information gathering, then tracking down the BBEG, followed by a them tackling a short dungeon at the to get to them.
I'm not allowing homebrew but the Valda's book is allowed. My thoughts were: 2 common magic items, one uncommon, 1 rare and their choice of either a +1 weapon or +1 armour per player.
Is this too much? Too little? Is the distribution between rarities off? Any advice is appreciated.
If this is a one-shot, are the PCs persistent in another campaign, and is there an expectation that the loot be allowed to be carried over to other adventures with the PC?
If No, then this is a moot point. Give them the world, it won't matter if they aren't going to play the PCs again, or the loot isn't allowed outside of this gamespace.
If Yes, then give out enough gold or loot for the PCs to be able to afford to buy an appropriately categorized (common, uncommon, rare....) item of the DMs discretion. If you are that DM, give out what you will allow in your running campaign.
“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
Consult the DMG p.38 under Starting at Higher Level.
By those guidelines, your initial thoughts seem generous unless you are running an adventure in a very high magic world. But also NB "entirely at your discretion", and that the table puts 10th and 11th level into different categories so extra flexibility may be in order.
Do they need magic items to succeed?
If you give free choice of magic items, be prepared for them to each take cube of force which can trivialise most encounters.
Rarities of items often don’t necessarily correlate directly with how strong they are. It’s close, but there’s definitely some outliers. Your restrictions seem fine enough, just make sure to look at what they pick, and be prepared to veto/count an item as a higher rarity if it’s really strong.
Additionally, do you have much experience with Valda’s? I’ve been considering allowing it as my one homebrew source, but I don’t have any non-white room analysis of it. What do you think of it?
You really do not want to hand out items based only on rarity. Items of the same rarity are so drastically different in strength that the categorization is almost useless.
I'd ask them to make item suggestions based on backstory/build etc and ask that it not just be to power game.
Maybe start everyone out with a +1 weapon or cater equiv.