I recently started running a campaign of Princes Of the apocalypse for a group and since it started a couple of them constantly come up with homebrewed gear and feats that they want to get in the game. And I mean daily and at best the items would be what I would leave for level 15+. Claiming it’s “part of my back story”. I would like to know how more experienced DMs would handle this situation.
Say no :P It's as easy as that. Say you'll only use officially published materials and you're done. I understand this might ruin their excitement, which is not what you want, but if you talk to them and say that the items simply are too overpowered then it should be fine.
Do they come up with stuff themselves or do they find things online (ie here on ddb?) Perhaps you could talk with them about "ok, I see you want this item because it's cool, but it's too powerful for now. Perhaps we can find/make a powered down version that's equally cool but fits the character's current power level. Or perhaps use them later.
If it's just a matter of being overwhelmed (which I could understand if they're doing it every day or so) then just ask them to bundle their ideas and bring it with them for the next session so you can check it out.
I use tons of (my) homebrew monsters, items, etc in my campaign. If I player wanted to develop an item for themselves, I'd be wary of it unless they approached me very early on and we designed it together. If it was balanced and had an appropriate RP aspect to it, then it opens some doors. But things could get out of hand pretty quickly if you don't keep a short leash on that kind of activity. I would be much more accepting of a player who came to me with an idea and a story for an item and then I made it to suit the story and also balanced it for my campaign.
If it´s about the items they make, I would agree with TexasDevin about sitting with them and discussing it. You don´t want to completely smash their enthusiasm for the campaign/the game.
It sounds like it might be more of an issue than just wanting gear and feats that are too powerful for their level, and more about wanting to be 'special.' As a DM, it's an attitude that I struggle with, as it usually flows into wanting to make ridiculous actions without consequences, getting bored if their personal ideas of 'cool' are not being catered to, or going out of their way to make wild things happen through their actions. I might be wrong: Have you played with these guys before?
TexasDevin offers the right advice; if it's related to their backstory, it should have been discussed before the first session, and the balance issues ironed out. A good catch-all is to see if the item is part of their history, or they're creating a history to justify the item. A finely crafted great-sword. passed down from grandfather, to father, to you; not particularly special at first glance, but bearing an odd symbol that you can't seem to decipher? That's balanced, and could lead onto some good roleplay. A Holy Avenger randomly given by an angel in the middle of the road one night? A bit weak.
Homebrewing is great in moderation, and with due care and consideration to the campaign, the character, and the world as a whole. You can really create some unique and interesting character concepts, stories and plot hooks. But It has to fit thematically, and be balanced - not just 'cool.' A big issue for me, is that players wanting to homebrew lots of gear, feats and 'special' things for themselves, is usually a troublesome sign. The sort that 'gets bored' of their character 6 levels in, and wants to re-roll. Or gets envious of everyone else's gear. Or always complains about being underpowered.
I could be massively wrong - it's just a warning. If you're not comfortable, take a stand and simply say no. It's a slippery slope otherwise.
Homebrewing is great in moderation, and with due care and consideration to the campaign, the character, and the world as a whole. You can really create some unique and interesting character concepts, stories and plot hooks. But It has to fit thematically, and be balanced - not just 'cool.' A big issue for me, is that players wanting to homebrew lots of gear, feats and 'special' things for themselves, is usually a troublesome sign. The sort that 'gets bored' of their character 6 levels in, and wants to re-roll. Or gets envious of everyone else's gear. Or always complains about being underpowered.
I can relate to this not only from a DM standpoint but also from a player's. I've had campaigns where every so often I found a new playable race online or in a new book that I really wanted to play that instead of my current character. I didn't feel invested in my character and thus I wanted something new nearly every other session. I kept pestering my DM with "look at this, this is so cool" and almost always he kindly said that this was not a good time to switch characters in the campaign. Since getting rid of a character and inserting a new one in the narrative can be quite disruptive to the story.
I don't really know what caused this or when it stopped, but I can certainly see where they're coming from. And perhaps item-wise this is somewhat different since they can continue playing their current characters. I agree with Chequers that whenever used properly homebrew items/feats or even subclasses and races are a real valuable asset. As a DM I use them really sparingly since I'm too afraid to mess up game balance, but it depends. Sometimes I feel I'm too stuck-up on that but as long as it does not hinder the fun I'm having nor my players are having then it's ok :)
This all comes from a paladin player. Looking for the man who killed his clan and stole his masters armor.... he requested tunnel fighter, ok little different but easy to allow. Then wanted each piece of armor too. And the armor is just insanely out geared for what this party will be handling.
Rollback Post to RevisionRollBack
Jabonski
To post a comment, please login or register a new account.
I recently started running a campaign of Princes Of the apocalypse for a group and since it started a couple of them constantly come up with homebrewed gear and feats that they want to get in the game. And I mean daily and at best the items would be what I would leave for level 15+. Claiming it’s “part of my back story”. I would like to know how more experienced DMs would handle this situation.
Jabonski
Say no :P It's as easy as that. Say you'll only use officially published materials and you're done. I understand this might ruin their excitement, which is not what you want, but if you talk to them and say that the items simply are too overpowered then it should be fine.
Do they come up with stuff themselves or do they find things online (ie here on ddb?) Perhaps you could talk with them about "ok, I see you want this item because it's cool, but it's too powerful for now. Perhaps we can find/make a powered down version that's equally cool but fits the character's current power level. Or perhaps use them later.
If it's just a matter of being overwhelmed (which I could understand if they're doing it every day or so) then just ask them to bundle their ideas and bring it with them for the next session so you can check it out.
Subclass: Dwarven Defender - Dragonborn Paragon
Feats: Artificer Apprentice
Monsters: Sheep - Spellbreaker Warforged Titan
Magic Items: Whipier - Ring of Secret Storage - Collar of the Guardian
Monster template: Skeletal Creature
For the most part it’s items that they make. But I agree with you with limiting them to standard items. Thanks
Jabonski
I use tons of (my) homebrew monsters, items, etc in my campaign. If I player wanted to develop an item for themselves, I'd be wary of it unless they approached me very early on and we designed it together. If it was balanced and had an appropriate RP aspect to it, then it opens some doors. But things could get out of hand pretty quickly if you don't keep a short leash on that kind of activity. I would be much more accepting of a player who came to me with an idea and a story for an item and then I made it to suit the story and also balanced it for my campaign.
Once one player does it, another will want to.
"Not all those who wander are lost"
If it´s about the items they make, I would agree with TexasDevin about sitting with them and discussing it. You don´t want to completely smash their enthusiasm for the campaign/the game.
Subclass: Dwarven Defender - Dragonborn Paragon
Feats: Artificer Apprentice
Monsters: Sheep - Spellbreaker Warforged Titan
Magic Items: Whipier - Ring of Secret Storage - Collar of the Guardian
Monster template: Skeletal Creature
It sounds like it might be more of an issue than just wanting gear and feats that are too powerful for their level, and more about wanting to be 'special.' As a DM, it's an attitude that I struggle with, as it usually flows into wanting to make ridiculous actions without consequences, getting bored if their personal ideas of 'cool' are not being catered to, or going out of their way to make wild things happen through their actions. I might be wrong: Have you played with these guys before?
TexasDevin offers the right advice; if it's related to their backstory, it should have been discussed before the first session, and the balance issues ironed out. A good catch-all is to see if the item is part of their history, or they're creating a history to justify the item. A finely crafted great-sword. passed down from grandfather, to father, to you; not particularly special at first glance, but bearing an odd symbol that you can't seem to decipher? That's balanced, and could lead onto some good roleplay. A Holy Avenger randomly given by an angel in the middle of the road one night? A bit weak.
Homebrewing is great in moderation, and with due care and consideration to the campaign, the character, and the world as a whole. You can really create some unique and interesting character concepts, stories and plot hooks. But It has to fit thematically, and be balanced - not just 'cool.' A big issue for me, is that players wanting to homebrew lots of gear, feats and 'special' things for themselves, is usually a troublesome sign. The sort that 'gets bored' of their character 6 levels in, and wants to re-roll. Or gets envious of everyone else's gear. Or always complains about being underpowered.
I could be massively wrong - it's just a warning. If you're not comfortable, take a stand and simply say no. It's a slippery slope otherwise.
I can relate to this not only from a DM standpoint but also from a player's. I've had campaigns where every so often I found a new playable race online or in a new book that I really wanted to play that instead of my current character. I didn't feel invested in my character and thus I wanted something new nearly every other session. I kept pestering my DM with "look at this, this is so cool" and almost always he kindly said that this was not a good time to switch characters in the campaign. Since getting rid of a character and inserting a new one in the narrative can be quite disruptive to the story.
I don't really know what caused this or when it stopped, but I can certainly see where they're coming from. And perhaps item-wise this is somewhat different since they can continue playing their current characters. I agree with Chequers that whenever used properly homebrew items/feats or even subclasses and races are a real valuable asset. As a DM I use them really sparingly since I'm too afraid to mess up game balance, but it depends. Sometimes I feel I'm too stuck-up on that but as long as it does not hinder the fun I'm having nor my players are having then it's ok :)
Subclass: Dwarven Defender - Dragonborn Paragon
Feats: Artificer Apprentice
Monsters: Sheep - Spellbreaker Warforged Titan
Magic Items: Whipier - Ring of Secret Storage - Collar of the Guardian
Monster template: Skeletal Creature
This all comes from a paladin player. Looking for the man who killed his clan and stole his masters armor.... he requested tunnel fighter, ok little different but easy to allow. Then wanted each piece of armor too. And the armor is just insanely out geared for what this party will be handling.
Jabonski