As the name suggests, this noob dm wants advice on distributing items, especially of the magical kind. Obviously I know not to give the level ones a +3 vopal sword,but that's about it. I was thinking of having a large magic shop,with many magic items,from common to very rare or even legendary,but I know that they will try to steal them,so powerful magical anti theft measures would be had. But that's just a method of giving them stuff,which is useless if I don't know what to give to them and when to give it.
I’m not sure how others handle this but my party loves loot so I tend to hand out magic items starting at like level 3. Not enough to make them op but enough to make them feel like Bad ass adventurers.
I also try to, at least initially, customize the items to align to each player so that everyone gets good equipment at a similar rate vs one character having +1 weapon, armor, bracers, etc. for example, a dagger that’s clearly aligned to my assassin character, a +1 leather armor for my thief, a hammer for my fighter class, etc.
I’d be interested to hear what others do for sure!
Depends on the campaign setting and what they are doing. I usually start giving out useful but low level items from level 2/3. One game I am running is heavily themed against undead, devils and demons so I have started giving out magic weapons towards the end of level 3 to players that don't have the ability to make magic attacks.
This shows how to use the rarity of a magic item connected with player character levels. For example, it suggests that characters are unlikely to have the means or opportunity to acquire a magic item rare or higher until they reach 5th level.
This is based on two factors. The two main ways for acquiring magic items are buying them or finding them after conquering a scary monster. The recommended costs associated with an item's rarity is such that a level 1 character is unlikely to have the coins to purchase a "very rare" item. Also, if you read further down it suggests tables of magic items that would be appropriate loot given the difficulty of a given encounter. So a level 3 character is unlikely to survive a fight with a creature of sufficient difficulty that would have a "legendary" item in their posession.
I was thinking of having a large magic shop,with many magic items,from common to very rare or even legendary,but I know that they will try to steal them,so powerful magical anti theft measures would be had
If you think your players are the sort to just steal stuff, then either you make that the adventure (which could be fun, done properly) or else don't put a magic shop in front of them.
Personally, I am old school. Any magic items of any serious worth will be owned and guarded by something of equivalent power. +3 swords are not found in shops... they are found in the treasure hoards of dragons or possessed by the High King himself, or found buried in large anvil stones with inscriptions that say "Whosever pulleth out this sword from this stone and anvil shall be rightwise king, born of England." Or their broken shards are kept beneath the statue of their previous owner in the Last Homely House, across from a painted mural of Sauron having his ring cut off his hand by that very sword, and guarded by an entire city of powerful elves.
As for when to give out what... if you consult the magic item random roll tables you will get a good idea. The tables tell you what sort of treasures you could roll up for say a level 1-4 party. You don't need to actually roll, but use that as a list of "possible magic items of appropriate level." Also, IMO, consumables of slightly higher power can be given out because they are one-use. A potion of healing is way less powerful than a staff of healing that has 7 charges and recharges 1d8 every long rest, for example, even though the actual roll for how much each instance of healing gives is the same.
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WOTC lies. We know that WOTC lies. WOTC knows that we know that WOTC lies. We know that WOTC knows that we know that WOTC lies. And still they lie.
Because of the above (a paraphrase from Orwell) I no longer post to the forums -- PM me if you need help or anything.
I’m fairly liberal with potions and other consumable magic items. My goal is for every PC to have a permanent magic item similar in power to a +1 weapon or suit of armor by 5th level. I’m more generous with items that have charges than I am with items that have permanent effects too. Limited use or consumable items are much less powerful than permanent items are.
I like to start giving things like magic weapons a little bit after they start encountering monsters resistant to non-magical weapon damage. Let them sweat out those fights a few times, then throw them a +1 dagger, just to let the rogue really shine, or let the paladin have it as a vehicle for smiting. Let them work together to decide who best to carry the thing for a couple sessions, to help build their teamwork. Then slowly make sure everyone (the melee classes, that is) has one. It gives a nice sense of progression when they overcome that frustration of doing half damage.
But, I generally prefer running low-magic worlds, I like magic to be special. When I'm playing, on the other hand, I want all the candy. I realize this may make me a hypocrite.
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As the name suggests, this noob dm wants advice on distributing items, especially of the magical kind. Obviously I know not to give the level ones a +3 vopal sword,but that's about it. I was thinking of having a large magic shop,with many magic items,from common to very rare or even legendary,but I know that they will try to steal them,so powerful magical anti theft measures would be had. But that's just a method of giving them stuff,which is useless if I don't know what to give to them and when to give it.
I’m not sure how others handle this but my party loves loot so I tend to hand out magic items starting at like level 3. Not enough to make them op but enough to make them feel like Bad ass adventurers.
I also try to, at least initially, customize the items to align to each player so that everyone gets good equipment at a similar rate vs one character having +1 weapon, armor, bracers, etc. for example, a dagger that’s clearly aligned to my assassin character, a +1 leather armor for my thief, a hammer for my fighter class, etc.
I’d be interested to hear what others do for sure!
Depends on the campaign setting and what they are doing. I usually start giving out useful but low level items from level 2/3. One game I am running is heavily themed against undead, devils and demons so I have started giving out magic weapons towards the end of level 3 to players that don't have the ability to make magic attacks.
If you want to give out some low-level magic items that will make lowbies happy but not overpower them, check out this weak magit item generator.
"Not all those who wander are lost"
The DMG actually gives some advice here: https://www.dndbeyond.com/sources/dmg/a-world-of-your-own#TiersofPlay
Another section from the DMG.
https://www.dndbeyond.com/sources/dmg/treasure#MagicItems
This shows how to use the rarity of a magic item connected with player character levels. For example, it suggests that characters are unlikely to have the means or opportunity to acquire a magic item rare or higher until they reach 5th level.
This is based on two factors. The two main ways for acquiring magic items are buying them or finding them after conquering a scary monster. The recommended costs associated with an item's rarity is such that a level 1 character is unlikely to have the coins to purchase a "very rare" item. Also, if you read further down it suggests tables of magic items that would be appropriate loot given the difficulty of a given encounter. So a level 3 character is unlikely to survive a fight with a creature of sufficient difficulty that would have a "legendary" item in their posession.
If you think your players are the sort to just steal stuff, then either you make that the adventure (which could be fun, done properly) or else don't put a magic shop in front of them.
Personally, I am old school. Any magic items of any serious worth will be owned and guarded by something of equivalent power. +3 swords are not found in shops... they are found in the treasure hoards of dragons or possessed by the High King himself, or found buried in large anvil stones with inscriptions that say "Whosever pulleth out this sword from this stone and anvil shall be rightwise king, born of England." Or their broken shards are kept beneath the statue of their previous owner in the Last Homely House, across from a painted mural of Sauron having his ring cut off his hand by that very sword, and guarded by an entire city of powerful elves.
As for when to give out what... if you consult the magic item random roll tables you will get a good idea. The tables tell you what sort of treasures you could roll up for say a level 1-4 party. You don't need to actually roll, but use that as a list of "possible magic items of appropriate level." Also, IMO, consumables of slightly higher power can be given out because they are one-use. A potion of healing is way less powerful than a staff of healing that has 7 charges and recharges 1d8 every long rest, for example, even though the actual roll for how much each instance of healing gives is the same.
WOTC lies. We know that WOTC lies. WOTC knows that we know that WOTC lies. We know that WOTC knows that we know that WOTC lies. And still they lie.
Because of the above (a paraphrase from Orwell) I no longer post to the forums -- PM me if you need help or anything.
I’m fairly liberal with potions and other consumable magic items. My goal is for every PC to have a permanent magic item similar in power to a +1 weapon or suit of armor by 5th level. I’m more generous with items that have charges than I am with items that have permanent effects too. Limited use or consumable items are much less powerful than permanent items are.
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I like to start giving things like magic weapons a little bit after they start encountering monsters resistant to non-magical weapon damage. Let them sweat out those fights a few times, then throw them a +1 dagger, just to let the rogue really shine, or let the paladin have it as a vehicle for smiting. Let them work together to decide who best to carry the thing for a couple sessions, to help build their teamwork. Then slowly make sure everyone (the melee classes, that is) has one. It gives a nice sense of progression when they overcome that frustration of doing half damage.
But, I generally prefer running low-magic worlds, I like magic to be special. When I'm playing, on the other hand, I want all the candy. I realize this may make me a hypocrite.