I would suggest magic items that have limited uses or charges. Such as a wand of Magic Missile. You should give the players loot depending on their classes. For example if there is a barbarian, you could give him something that lets him cast burning hands 3 or so times a day, which gives the barbarian some much needed AOE. Piving the players magic items with a limited number of uses prevents them from abusing it, but allows them to get through some of the more deadly challenges. I would look through some of the low level spells, and give the players some magic items that have the properties of low level spells, or that allow them to cast it a limited number of times.
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Hell yeah I am going to Polymorph the boss into a Rabbit. I have always wanted a being a pure evil stuffed into a ball of fluff.
I try to limit the amount of magic items that are available to my players. Unlike past editions, they have been rebalanced and are generally better. But, I don't want my players to depend on them instead of thinking of creative ways around various challenges. If I hand out a magic item, it is usually tied to their character stories and arcs. In this way, their a bit more special and valued more highly by the players (e.g. a series of quests, something given by a patron after doing something particular important for their character development, collecting the components to make it themselves, etc.)
I also try to keep the amount of gold and other loot under control as well. Many of the published adventures hand out enough loot to make characters very wealthy in short order. To my mind, this can also create problems as players become more likely to simply throw money at a problem or begin to spend it carelessly. So, I use things like weight and carrying capacity to help manage their wealth (i.e. several hundred gold pieces is actually pretty heavy and its very impractical to be carrying it everywhere).
The DMG (p36) under Tiers of play suggests that around 1-4th level the player characters will be finding common consumables (potions and scrolls) and very few uncommon permanent items. And states that their magic can have big impact in single encounters but wont have a big impact on the adventure itself. So what i normally do is stick to mostly potions and scrolls, and some permanent magic items like wands with limited charges.
You could have your players find healing potions and spell scrolls that apply to whatever spell casters you have in your group. Like a scroll of Mage Armor so the wizard doesn't have to spend a spell slot casting it. I would recommend healing potions, spell scrolls and a wand of magic missile or something else that has limited charges.
If I start the characters at level 3 for example, I will use a random generator of some kind to create an otherwise useless magical item to reward characters with. For example, a tankard that appears normal but holds 50 gallons of liquid and weighs a pound. A coin that if you flip it, does some random effect depending on if it lands on heads or tails. These types of magical baubles can then be handed out to players accordingly, a bard who gambles might feel the coin is much more precious than the barbarian who drinks a lot etc. I divvy these up to the PCs and I find they use them in the story to find creative ways to solve problems as well.
As far as potions and scrolls go, I reward those more so if there is a lack of casters or healers in the group. Whatever classes the adventurers choose to play, I accommodate. If they wanted to play all fighters and barbarians then perhaps silvered weapons and such.
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“The harder the world, the fiercer the honour.” ― Steven Erikson, Memories of Ice
Just slap some Trinkets, or Gothic Trinkets in the pockets of Goblins and some Common Magic Items on a boss. Or better items depending on how powerful the enemy is. Like most enemy NPCs would only have 5-20 GP on them.
I like giving out loot. They don't have to be crazy powerful, but use the "magic item properties" tables to make them more interesting than "Oh, it's a +1 longsword." Adding a few extra monsters to encounters down the road isn't too big a headache in most cases. :)
As a beginner DM I would have suggested starting off at level 1 and zero magic items in their inventory
Personally my players are lucky to find a magic item (other than minor scrolls and potions) before they hit level 3
5e characters by nature are greatly overpowered compared to early iterations.
Just make it a habit on day one to be somewhat frugal with magic items. and when the first magic items hit make them uncommon +1 items. i.e. +1 Leather armor, +1 Longsword.
If players have too much of an expectation from prior DM's with high end loot they make things difficult.
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Hello everybody,
It's my first time as a DM and I'm having a rough time rewarding my players with loot.
I don't want them to be too strong, but I also want them to be able to survive the fights and be up to the challenges.
They are currently level 3, any tips on which items they can "find"?
I would suggest magic items that have limited uses or charges. Such as a wand of Magic Missile. You should give the players loot depending on their classes. For example if there is a barbarian, you could give him something that lets him cast burning hands 3 or so times a day, which gives the barbarian some much needed AOE. Piving the players magic items with a limited number of uses prevents them from abusing it, but allows them to get through some of the more deadly challenges. I would look through some of the low level spells, and give the players some magic items that have the properties of low level spells, or that allow them to cast it a limited number of times.
Hell yeah I am going to Polymorph the boss into a Rabbit. I have always wanted a being a pure evil stuffed into a ball of fluff.
I try to limit the amount of magic items that are available to my players. Unlike past editions, they have been rebalanced and are generally better. But, I don't want my players to depend on them instead of thinking of creative ways around various challenges. If I hand out a magic item, it is usually tied to their character stories and arcs. In this way, their a bit more special and valued more highly by the players (e.g. a series of quests, something given by a patron after doing something particular important for their character development, collecting the components to make it themselves, etc.)
I also try to keep the amount of gold and other loot under control as well. Many of the published adventures hand out enough loot to make characters very wealthy in short order. To my mind, this can also create problems as players become more likely to simply throw money at a problem or begin to spend it carelessly. So, I use things like weight and carrying capacity to help manage their wealth (i.e. several hundred gold pieces is actually pretty heavy and its very impractical to be carrying it everywhere).
Creator, writer, and producer of Heroes Not Included
The DMG (p36) under Tiers of play suggests that around 1-4th level the player characters will be finding common consumables (potions and scrolls) and very few uncommon permanent items. And states that their magic can have big impact in single encounters but wont have a big impact on the adventure itself. So what i normally do is stick to mostly potions and scrolls, and some permanent magic items like wands with limited charges.
You could have your players find healing potions and spell scrolls that apply to whatever spell casters you have in your group. Like a scroll of Mage Armor so the wizard doesn't have to spend a spell slot casting it. I would recommend healing potions, spell scrolls and a wand of magic missile or something else that has limited charges.
Placeholder Snek
Thank you all!
I'll certainly use those advices.
If I start the characters at level 3 for example, I will use a random generator of some kind to create an otherwise useless magical item to reward characters with. For example, a tankard that appears normal but holds 50 gallons of liquid and weighs a pound. A coin that if you flip it, does some random effect depending on if it lands on heads or tails. These types of magical baubles can then be handed out to players accordingly, a bard who gambles might feel the coin is much more precious than the barbarian who drinks a lot etc. I divvy these up to the PCs and I find they use them in the story to find creative ways to solve problems as well.
As far as potions and scrolls go, I reward those more so if there is a lack of casters or healers in the group. Whatever classes the adventurers choose to play, I accommodate. If they wanted to play all fighters and barbarians then perhaps silvered weapons and such.
― Steven Erikson, Memories of Ice
Just slap some Trinkets, or Gothic Trinkets in the pockets of Goblins and some Common Magic Items on a boss. Or better items depending on how powerful the enemy is. Like most enemy NPCs would only have 5-20 GP on them.
D&D is a game for nerds... so I guess I'm one :p
I like giving out loot. They don't have to be crazy powerful, but use the "magic item properties" tables to make them more interesting than "Oh, it's a +1 longsword." Adding a few extra monsters to encounters down the road isn't too big a headache in most cases. :)
It's easier to give out more loot if you've discovered that you haven't given out enough than it is to take some away if you've given out too much.
Professional computer geek
If it's a one-shot, then I say be generous with the magic items. Lots of player happiness and not much downside for you as DM.
"Not all those who wander are lost"
You didn't mention level.
As a beginner DM I would have suggested starting off at level 1 and zero magic items in their inventory
Personally my players are lucky to find a magic item (other than minor scrolls and potions) before they hit level 3
5e characters by nature are greatly overpowered compared to early iterations.
Just make it a habit on day one to be somewhat frugal with magic items. and when the first magic items hit make them uncommon +1 items. i.e. +1 Leather armor, +1 Longsword.
If players have too much of an expectation from prior DM's with high end loot they make things difficult.