Hello, I'm a new Dm an I'm gonna be running LMoP for a group of new players soon. Throughout LMoP the players have a few opportunities to join different factions, and I done research into them. They didn't seem really that impressive, or more like something for the dm to expand on themselves.
So I thought about adding a few homebrewed magic items for them to get, if a player ends up joining, that scales with there level in the factions.
Does this seem like a good idea to add to make the factions stand out a little bit more? If so any suggestions on the magic items? The only one I thought of was for the Harpers, which is a harp that once per long rest when played by a member of the Harper makes enemies who hear it have to make a DC 7+(2 per Faction lvl) saving throw. If failed they are put to sleep. (Those who resist charms, or cant be put to sleep have no effect).
The factions are written up rather loose ended. Many campaign settings have their own idea of what being a faction member could gain during the course of play. If you look at the Perks section of Faction and Organizations in the DMG, there are some fairly different and scaling examples of what being a member of a faction could provide.
Having factions reward loyal and productive members seems like a good idea. Make sure to account for the reward by deducting it from the treasure they find so they don't end up getting too much stuff. (e.g., if the faction gives them a +1 sword, give them one fewer +1 swords in treasure from defeated enemies). If you're a newer DM, I'd suggest using off-the-shelf magic items, it can be very easy to homebrew items that are over or underpowered. Magic items in this edition are pretty powerful. The underlying math doesn't account for them, so a +1 weapon gives you a leg up even at level 20. And if you want them to have more power, its easier for the faction to give them another item as they become more powerful than it is to take something you've already given them if it turns out to be too strong.
But if you really want to give them things that improve along with them, I'd suggest checking out the Vestiges of Divergence in the Wildemount book for ideas about how to handle that sort of thing.
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Hello, I'm a new Dm an I'm gonna be running LMoP for a group of new players soon. Throughout LMoP the players have a few opportunities to join different factions, and I done research into them. They didn't seem really that impressive, or more like something for the dm to expand on themselves.
So I thought about adding a few homebrewed magic items for them to get, if a player ends up joining, that scales with there level in the factions.
Does this seem like a good idea to add to make the factions stand out a little bit more? If so any suggestions on the magic items? The only one I thought of was for the Harpers, which is a harp that once per long rest when played by a member of the Harper makes enemies who hear it have to make a DC 7+(2 per Faction lvl) saving throw. If failed they are put to sleep. (Those who resist charms, or cant be put to sleep have no effect).
hello
The factions are written up rather loose ended. Many campaign settings have their own idea of what being a faction member could gain during the course of play. If you look at the Perks section of Faction and Organizations in the DMG, there are some fairly different and scaling examples of what being a member of a faction could provide.
Having factions reward loyal and productive members seems like a good idea. Make sure to account for the reward by deducting it from the treasure they find so they don't end up getting too much stuff. (e.g., if the faction gives them a +1 sword, give them one fewer +1 swords in treasure from defeated enemies). If you're a newer DM, I'd suggest using off-the-shelf magic items, it can be very easy to homebrew items that are over or underpowered. Magic items in this edition are pretty powerful. The underlying math doesn't account for them, so a +1 weapon gives you a leg up even at level 20. And if you want them to have more power, its easier for the faction to give them another item as they become more powerful than it is to take something you've already given them if it turns out to be too strong.
But if you really want to give them things that improve along with them, I'd suggest checking out the Vestiges of Divergence in the Wildemount book for ideas about how to handle that sort of thing.