Both things in the poll I've done before. Don't ask why, no one quite knows the reason.
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Hello There. I am a worldbuilder and proud DM that is creating a huge world called Eldredom. I'm pouring many hours into it and I may make some things later...
I gave my characters a sword called the Cursebreaker, which has the power to end magical effects and curses. It was the macguffin for plot 1 of the campaign, and they (obviously) held onto it. They've cured lycanthropy with it, they've stopped evil rituals with it, and so on.
I originally thought it was a mistake, but then I realised this is a utility item I can throw things at them for, which means they need to think on using it in my encounters. It has actually opened up the game more than it closed it.
Both items in the poll are ridiculously unbalanced, so no wonder you regretted them!
Is it OP? No. Did it help them get to all the places they needed to go in the campaign? Yes.
Was I prepared for them to zip around the globe without warning to visit NPCs I barely remembered and search dungeons and locations I hadn't fleshed out yet? No.
Did I make my next campaign setting a locked demiplane just so I wouldn't have to deal with this again? Maybeeeee...
Let me tell you a story about a naive DMs first campaign and his mistakes (this story has NOTHING to do with me)
once upon a time there was a DM who decided to give his players a magic hammer that could fix anything. The players then walked 5 days back to a giant automaton they had killed a few dungeons ago and repaired the automaton and smashed the next adventure until I-uh I mean the DM admited they made a mistake and the party left it behind to guard the main campaign city.
In 4e there was a magic item - the Belt of Many Pouches - with a 5 pound weight but could hold upto 100 different items and a max total weight of 50 pounds. I recreated it in 5e (using a customized bag of holding) and gave one to each party member at low level. Big mistake as they had way to much carry ability for no real ncubrance. They make sense as high level items but not at low level.
That was my exact situation when I made my broken hammer for a player LOL
Rollback Post to RevisionRollBack
Hello There. I am a worldbuilder and proud DM that is creating a huge world called Eldredom. I'm pouring many hours into it and I may make some things later...
I gave my characters a sword called the Cursebreaker, which has the power to end magical effects and curses. It was the macguffin for plot 1 of the campaign, and they (obviously) held onto it. They've cured lycanthropy with it, they've stopped evil rituals with it, and so on.
I originally thought it was a mistake, but then I realised this is a utility item I can throw things at them for, which means they need to think on using it in my encounters. It has actually opened up the game more than it closed it.
Both items in the poll are ridiculously unbalanced, so no wonder you regretted them!
I made something almost exactly like that, but it has limited charges before it disintegrates and is destroyed.
Rollback Post to RevisionRollBack
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Both things in the poll I've done before. Don't ask why, no one quite knows the reason.
Hello There. I am a worldbuilder and proud DM that is creating a huge world called Eldredom. I'm pouring many hours into it and I may make some things later...
I gave my characters a sword called the Cursebreaker, which has the power to end magical effects and curses. It was the macguffin for plot 1 of the campaign, and they (obviously) held onto it. They've cured lycanthropy with it, they've stopped evil rituals with it, and so on.
I originally thought it was a mistake, but then I realised this is a utility item I can throw things at them for, which means they need to think on using it in my encounters. It has actually opened up the game more than it closed it.
Both items in the poll are ridiculously unbalanced, so no wonder you regretted them!
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
DM's Guild Releases on This Thread Or check them all out on DMs Guild!
DrivethruRPG Releases on This Thread - latest release: My Character is a Werewolf: balanced rules for Lycanthropy!
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Helm of Teleportation.
Is it OP? No. Did it help them get to all the places they needed to go in the campaign? Yes.
Was I prepared for them to zip around the globe without warning to visit NPCs I barely remembered and search dungeons and locations I hadn't fleshed out yet? No.
Did I make my next campaign setting a locked demiplane just so I wouldn't have to deal with this again? Maybeeeee...
Let me tell you a story about a naive DMs first campaign and his mistakes (this story has NOTHING to do with me)
once upon a time there was a DM who decided to give his players a magic hammer that could fix anything. The players then walked 5 days back to a giant automaton they had killed a few dungeons ago and repaired the automaton and smashed the next adventure until I-uh I mean the DM admited they made a mistake and the party left it behind to guard the main campaign city.
In 4e there was a magic item - the Belt of Many Pouches - with a 5 pound weight but could hold upto 100 different items and a max total weight of 50 pounds. I recreated it in 5e (using a customized bag of holding) and gave one to each party member at low level. Big mistake as they had way to much carry ability for no real ncubrance. They make sense as high level items but not at low level.
Wisea$$ DM and Player since 1979.
That was my exact situation when I made my broken hammer for a player LOL
Hello There. I am a worldbuilder and proud DM that is creating a huge world called Eldredom. I'm pouring many hours into it and I may make some things later...
those all sound game breaking.
I made something almost exactly like that, but it has limited charges before it disintegrates and is destroyed.