It's not uncommon for a DM to introduce a homebrew item, realize that they didn't balance it correctly, then inform the players that it will be functioning differently going forward. That said, a flat +2 elemental damage is a fairly mundane magical item. Let's compare it to Flame Tongue weapons, which are activated by a bonus action and deal and additional 2d6 fire damage to attacks. The "Cost" of doing so is that it requires attunement to equip and a bonus action to activate. Magic item prices vary wildly depending on who you ask, but Flame Tongue weapons are considered Rare and usually considered in the 5,000 GP range. I know your prices were probably a bit skewed because your DM realized they had given you all too much money and upped the prices on some fun items to make sure you could spend some of it, but these gloves just aren't powerful enough to seriously unbalance the game or to justify taking damage just to to use them. If your DM is going to change them to start dealing damage to you as well, they should make them more powerful in exchange.
I would put the hot and cold gloves more in line with the bracers of archery. Uncommon. Attunement. Prof in short bows and long bows and +2 flat damage.
The no attunement and other fluff would probably up it to Rare but its not gamebreaking in any way
I agree, but I wanted to compare it to FlameTongue weapons because that's another magical item that adds elemental damage to an attack and could reasonably be purchased for 10,000 GP, but it also doesn't deal damage to the player just for using it, despite adding substantially more damage to every hit when it's in use.
In the DM's campaign from what they've said they are going to make all magical items do damage or have some negative effects, which I strongly disagree with as it makes me just want to sell all my stuff and buy potions or something because I can't trust the items which I am supposed to rely on.
Just have a friendly conversation with your DM about it outside the game. It’s meant to be fun and if you aren’t having fun or are frustrated let them know politely. I’ve not met a serious DM yet who didn’t want their players to have an enjoyable time at the table. Hombrew items can be hard to balance so work with them and let them retcon the items so they balance better. And if they can’t/won’t then just throw the item away or sell them in the game and move on. Remove the frustration. Selling or not using one unbalanced magic item that frustrates you isn’t going to break your game and may save you heaps of stress in the future. Just remember to be loving and understanding about it and give the DM a little grace to make errors and above all, have fun.
Rollback Post to RevisionRollBack
Check out my Disabled & Dragons Youtube Channel for 5e Monster and Player Tactics. Helping the Disabled Community and Players and DM’s (both new and experienced) get into D&D. Plus there is a talking Dragon named Quill.
At this point I am currently considering leaving the campaign and I have told them as such. I have spoken to them a couple times now and they intend to make all magical items have negative effects, and I just don't see how that's fun for the players. They have expressed some issue in our last messaging back and forth about me voicing my opinion/having something to say about certain aspect I do not agree with, and I do not wish to be a problem player so I said I would leave as not communicating a new rule or something to players or something along those lines is something I will not stay silent about, because if I did I would have that in the back of mind always. Also, if I do continue to play I am unsure what will motivate my character other than personal matters as money will have little value other than buying potions and I wouldn't be enticed with items any longer.
Edit: I would also like to add that this is not the first time something like this has occurred which is why I am considering quitting, if it was just this one thing quitting would be absolutely off the table for me. I also really appreciate the advice and I wish I could follow it.
I always try to keep in mind, "Your fun is not wrong, but that doesn't mean it's MY fun." If that's the way the rest of the group wants to play, and it's not the way you want to play, then it's probably not the right group for you.
It's not uncommon for a DM to introduce a homebrew item, realize that they didn't balance it correctly, then inform the players that it will be functioning differently going forward. That said, a flat +2 elemental damage is a fairly mundane magical item. Let's compare it to Flame Tongue weapons, which are activated by a bonus action and deal and additional 2d6 fire damage to attacks. The "Cost" of doing so is that it requires attunement to equip and a bonus action to activate. Magic item prices vary wildly depending on who you ask, but Flame Tongue weapons are considered Rare and usually considered in the 5,000 GP range. I know your prices were probably a bit skewed because your DM realized they had given you all too much money and upped the prices on some fun items to make sure you could spend some of it, but these gloves just aren't powerful enough to seriously unbalance the game or to justify taking damage just to to use them. If your DM is going to change them to start dealing damage to you as well, they should make them more powerful in exchange.
I would put the hot and cold gloves more in line with the bracers of archery. Uncommon. Attunement. Prof in short bows and long bows and +2 flat damage.
The no attunement and other fluff would probably up it to Rare but its not gamebreaking in any way
I agree, but I wanted to compare it to FlameTongue weapons because that's another magical item that adds elemental damage to an attack and could reasonably be purchased for 10,000 GP, but it also doesn't deal damage to the player just for using it, despite adding substantially more damage to every hit when it's in use.
In the DM's campaign from what they've said they are going to make all magical items do damage or have some negative effects, which I strongly disagree with as it makes me just want to sell all my stuff and buy potions or something because I can't trust the items which I am supposed to rely on.
Is anyone forcing you to use the gloves? Are they cursed so that you can't remove them? If not, if you have a 100K then you are basically set for life and as a monk you really don't need any special gear (you already are a walking magic weapon) so it's not like you made a huge loss.
Either way, "everything has consequences" is a pretty common theme in many games (and stories, and books and movies). If that's not for you, maybe you should find another group to play with that allows you to run around without worrying about wether or not some things can be a bit dangerous?
I am not being forced to use the gloves, but I was unaware of any "cost" they might have, and that more than anything else was what made me want to make a post in the first place as I do not know how often a DM introduces a rule which the players were unaware of midgame. Also, we no longer have that much as the DM inflated the prices so that we would get our gold to a normal level (the DM admitted this, though I did find the items cool which we were able to get so I thought that was fair.). And, as you have stated, this may not be the game for me I am considering leaving as I do not want to be a problem player for the group and I have said this to them as well. I am all for challenging mechanics and what not, I just like to be told about them beforehand, and this is my first actual campaign which is why I did not know if what was being done was normal or not.
Well, the DM didn't really tell the group about this rule. I found out after taking some posters advice and approached them in the best way I knew how and afterward I mentioned to two of the group that the DM is imposing a rule which causes items to have negative effects. One I heard back from said they are going to hunt down and possibly torture the shopkeep until they tell them what the negative effect is. Mind you, this was probably a half joke, but hey I don't know rogues gonna rogue sometimes. It didn't seem like a good reaction though. I am however as you said thinking this may not be the group for me, which is sad as I've been playing with them for almost a year now, but that's just how it is sometimes I guess (I really am guessing I don't know cuz I've never been in a campaign really before this lol.)
Well, the DM didn't really tell the group about this rule. I found out after taking some posters advice and approached them in the best way I knew how and afterward I mentioned to two of the group that the DM is imposing a rule which causes items to have negative effects. One I heard back from said they are going to hunt down and possibly torture the shopkeep until they tell them what the negative effect is. Mind you, this was probably a half joke, but hey I don't know rogues gonna rogue sometimes. It didn't seem like a good reaction though. I am however as you said thinking this may not be the group for me, which is sad as I've been playing with them for almost a year now, but that's just how it is sometimes I guess (I really am guessing I don't know cuz I've never been in a campaign really ebfore this lol.)
Or you could, you know, just not let a small thing ruin the entire game? I mean, if you're not forced to use the gloves, just don't and ekeep playing the game anyway. It seems that you have enjoyed it for a year, so why get caught up on this little detail?
To me this is no longer about the gloves, as I stated in a couple previous replies to others they are now treating every magical item with the effect that it will have some type of negative feedback unless it is very, very minor. If it were just the gloves I would 100% agree with you to just move on and deal with it, but this rule was something which I had to find out by asking them after the session, they did not communicate that it was a thing, and it happened midgame and it turns out that all magical items have a negative effect which I was not told about before (magical items are rather rare in the campaign I'm in if the time I've played and the amount we have is any indication lol.) I have spoken to the DM about this and they have essentially said, "sorry you don't like it, but I'm not changing it."
To me this is no longer about the gloves, as I stated in a couple previous replies to others they are now treating every magical item with the effect that it will have some type of negative feedback unless it is very, very minor. If it were just the gloves I would 100% agree with you to just move on and deal with it, but this rule was something which I had to find out by asking them after the session, they did not communicate that it was a thing, and it happened midgame and it turns out that all magical items have a negative effect which I was not told about before (magical items are rather rare in the campaign I'm in if the time I've played and the amount we have is any indication lol.) I have spoken to the DM about this and they have essentially said, "sorry you don't like it, but I'm not changing it."
Well, there you have it then. You've obviously managed to survive and enjoy more than a year of gameplay with these rules. I'm honestly not really seeing what the issue is. Then again, for me the important thing about roleplaying isn't magic items.
To me this is no longer about the gloves, as I stated in a couple previous replies to others they are now treating every magical item with the effect that it will have some type of negative feedback unless it is very, very minor. If it were just the gloves I would 100% agree with you to just move on and deal with it, but this rule was something which I had to find out by asking them after the session, they did not communicate that it was a thing, and it happened midgame and it turns out that all magical items have a negative effect which I was not told about before (magical items are rather rare in the campaign I'm in if the time I've played and the amount we have is any indication lol.) I have spoken to the DM about this and they have essentially said, "sorry you don't like it, but I'm not changing it."
Well, there you have it then. You've obviously managed to survive and enjoy more than a year of gameplay with these rules. I'm honestly not really seeing what the issue is. Then again, for me the important thing about roleplaying isn't magic items.
Based on what the player is saying, the problem is largely the fact that they didn't play with these rules... these rules were added to the game relatively recently without warning. And while I agree D&D can be a perfectly fun game without magic items in it, it's a lot less fun when you're presented a world that has fun and interesting magic items, only for the DM to decide on a whim that all the magic items suck and aren't worth using anymore. I see it as less, "boohoo, I wanted magic gloves but these are no fun anymore!" and more "I can't trust that my DM won't suddenly spring new drastic rule changes on me and ruin part of the game I'm enjoying... and if I confront him about it he's just going to ignore me, based on evidence I've gathered by doing exactly that."
To me this is no longer about the gloves, as I stated in a couple previous replies to others they are now treating every magical item with the effect that it will have some type of negative feedback unless it is very, very minor. If it were just the gloves I would 100% agree with you to just move on and deal with it, but this rule was something which I had to find out by asking them after the session, they did not communicate that it was a thing, and it happened midgame and it turns out that all magical items have a negative effect which I was not told about before (magical items are rather rare in the campaign I'm in if the time I've played and the amount we have is any indication lol.) I have spoken to the DM about this and they have essentially said, "sorry you don't like it, but I'm not changing it."
I understand that you may feel slighted by the entire concept but speak to your DM about any other 'homebrew or houserules' he may be implementing just to be aware. but then again, if this is your first group/game ever how familiar are you with the rules in general? Don't forget that every DM does do things differently and the while DMing for the first time I've DM'd I got yelled at for not being flexible enough by a player who himself knows squat about the rules except that he did have quite the player experience but from a DM who's been playing for literally decades and incorporates many, many things that are homebrew or from other editions.
But you do have a bonus. As a monk you're pretty much good as you are. You get magical attacks at level 6. You don't *need* any weapons, technically not even +1s. You don't wear ANY armor. Anything for you is just a bonus as opposed to a fighter that relies on specific weapons and armor. Its something you can work with.
To me this is no longer about the gloves, as I stated in a couple previous replies to others they are now treating every magical item with the effect that it will have some type of negative feedback unless it is very, very minor. If it were just the gloves I would 100% agree with you to just move on and deal with it, but this rule was something which I had to find out by asking them after the session, they did not communicate that it was a thing, and it happened midgame and it turns out that all magical items have a negative effect which I was not told about before (magical items are rather rare in the campaign I'm in if the time I've played and the amount we have is any indication lol.) I have spoken to the DM about this and they have essentially said, "sorry you don't like it, but I'm not changing it."
Well, there you have it then. You've obviously managed to survive and enjoy more than a year of gameplay with these rules. I'm honestly not really seeing what the issue is. Then again, for me the important thing about roleplaying isn't magic items.
Based on what the player is saying, the problem is largely the fact that they didn't play with these rules... these rules were added to the game relatively recently without warning. And while I agree D&D can be a perfectly fun game without magic items in it, it's a lot less fun when you're presented a world that has fun and interesting magic items, only for the DM to decide on a whim that all the magic items suck and aren't worth using anymore. I see it as less, "boohoo, I wanted magic gloves but these are no fun anymore!" and more "I can't trust that my DM won't suddenly spring new drastic rule changes on me and ruin part of the game I'm enjoying... and if I confront him about it he's just going to ignore me, based on evidence I've gathered by doing exactly that."
This. What if next the DM decides that monk attacks are no longer considered magical for overcoming resistance no matter their level and then throws a bunch of enemies with said resistance at the party?
At the same time, introducing a mechanic for magic items having negative effects, depending on what they are, could be a fun experience.
I was hoping that maybe the gloves were a hook for a side adventure where the negative effect could be removed (since other players magic items didn’t seem to have the negatives at first). But it seems that isn’t the case.
Curiosity question -- have any of the other players suffered consequences from use of a magic item? Or is it just you (and your friend who already left)? If it is just you, then it would indicate the DM is, consciously or unconsciously, biased against you. Or, that they are unfairly biased towards their friends, the other players, and not you, just some rando that happened to join their campaign. Either way, that's a warning sign that it's time to leave. Such a situation will quickly fester and eventually explode.
But if it is happening to everyone... is it possible that there is a story event causing it to now happen, where it wasn't before? Something along the lines of magic becoming poisonous or malicious, or The Weave being influenced by an outside source? Because if it isn't just you, that might be part of the world narrative your party is living through, and may become the focus of your campaign in the near future. This would explain the sudden change in rules, and why it's centered on magic items. Though if that were the case, I'd also expect spellcasters to also begin having problems executing their spells. Such a thing must be done carefully, however, to prevent a full caster like Sorcerer or Wizard from being rendered useless.
Given that you have more context than we do, it should be pretty clear to you which of these possibilities is correct.
This is a blanket reply to some people that have replied since I last checked (sorry I was quiet for the past couple days I just hadn't checked.). Well, it turns out that my DM just doesn't read all of my messages when I have an issue it seems. I had several back and forth messages that were like a paragraph long on my side as I was trying to explain as best I could why I was unhappy with the ruling that all magical items have a negative effect on the user. It turns out that they thought I wanted absolutely no drawbacks with strong magical items, like a limited usage per day sort of thing which I had said in the very first message I sent them. Now, the drawback she gave my gloves is still really severe in my opinion (I can use them a 5 times day if I am only using their effect, 10 times if it's in combat for the +2 damage, which isn't bad, but the bad part is if I hit the limit then I am unable to use my hands at all for the entire day.), but I didn't want to dispute the fact because the rule was not nearly as strenuous as I was lead to believe initially. I am probably not going to use the gloves much now at this point though still and may end up selling them at some point down the road, but I am happy at least that the issue stemmed mostly from them not not reading my messages in their entirety (I don't know if that's the case, but I did make that very clear in my first couple messages that I had a problem with everything doing something negative and it seems to just be something where no info is given about it until it happens, although the whole not listening to everything I say is a bit concerning if true.)
To answer your question: it has only been brought up when we are playing the game that the effect has happened to me and my friend who quit so far with magical items (my friend felt like he kept being targeted, which he admittedly kind of did, but also kind of didn't in some ways, like early on the DM introduced a ghost that would make a person get charmed and go into the ghosts grave for a whole day with a saving throw only once every 24 hours and they were the only one affected, and this was after the DM told him to roll his stats incorrectly so he had really low wisdom (like an 8 or a 6, they had him roll a d20 and use whatever stat came up.). I went off on a tangent there though. I am actually unclear on if this a new rule at this point or not. I do know that at least one other player in our team was unaware of the rule. If you read the last message I wrote you'll see that the DM and I seemed to have some kind of miscommunication issue, but I will admit that if something like that does come up again I will likely be taking your advice on leaving.
In regards to the weave and what not, my DM had no idea what that even was until a month or so ago, so I don't believe that is incorporated into their world and they gave no indication of that being a thing at any time during the story, but I suppose it IS possible. As I said previously I think, the DM said that magic casters abilities are something they learned over time or are given I suppose in regards to some classes, so they are not affected by the same ruling of the magical items (though a wizard could do the same thing I do with my gloves at level 1 with the right cantrips in terms of burning and freezing, which I brought up to the DM at one point.)
I am perfectly ok with being wrong on rulings and what not, and I am generally ok with most rules as long as they seem fair and I have been told about them up front. It just seemed like I was out of the loop (I still think I was somewhat, but if you look at what I said in my first reply today you'll see that things are different than I initially thought.) I just want to be told when there's a rule change that would span the entire game and possibly change my characters motivations on doing certain things and not get blindsided mid game with "your hands start burning and it's a magical burn so you can't make it stop" (not literally on fire but like just burns from the magic glove.) and this has never happened when I used them previously and there was no talk about the rule or adding a new rule to begin with. Again though, this has been rectified mostly I think :) I obviously don't know yet though.
I do agree with you though that I chose the optimal martial class for this ruling that can't use magic. I read somewhere that equated a monk to basically a jumble of magical item effects and turned it into a class and needs the least amount of gear to be managed.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
In the DM's campaign from what they've said they are going to make all magical items do damage or have some negative effects, which I strongly disagree with as it makes me just want to sell all my stuff and buy potions or something because I can't trust the items which I am supposed to rely on.
Just have a friendly conversation with your DM about it outside the game. It’s meant to be fun and if you aren’t having fun or are frustrated let them know politely. I’ve not met a serious DM yet who didn’t want their players to have an enjoyable time at the table. Hombrew items can be hard to balance so work with them and let them retcon the items so they balance better. And if they can’t/won’t then just throw the item away or sell them in the game and move on. Remove the frustration. Selling or not using one unbalanced magic item that frustrates you isn’t going to break your game and may save you heaps of stress in the future. Just remember to be loving and understanding about it and give the DM a little grace to make errors and above all, have fun.
Check out my Disabled & Dragons Youtube Channel for 5e Monster and Player Tactics. Helping the Disabled Community and Players and DM’s (both new and experienced) get into D&D. Plus there is a talking Dragon named Quill.
https://www.youtube.com/channel/UCPPmyTI0tZ6nM-bzY0IG3ww
At this point I am currently considering leaving the campaign and I have told them as such. I have spoken to them a couple times now and they intend to make all magical items have negative effects, and I just don't see how that's fun for the players. They have expressed some issue in our last messaging back and forth about me voicing my opinion/having something to say about certain aspect I do not agree with, and I do not wish to be a problem player so I said I would leave as not communicating a new rule or something to players or something along those lines is something I will not stay silent about, because if I did I would have that in the back of mind always. Also, if I do continue to play I am unsure what will motivate my character other than personal matters as money will have little value other than buying potions and I wouldn't be enticed with items any longer.
Edit: I would also like to add that this is not the first time something like this has occurred which is why I am considering quitting, if it was just this one thing quitting would be absolutely off the table for me. I also really appreciate the advice and I wish I could follow it.
I always try to keep in mind, "Your fun is not wrong, but that doesn't mean it's MY fun." If that's the way the rest of the group wants to play, and it's not the way you want to play, then it's probably not the right group for you.
Is anyone forcing you to use the gloves? Are they cursed so that you can't remove them? If not, if you have a 100K then you are basically set for life and as a monk you really don't need any special gear (you already are a walking magic weapon) so it's not like you made a huge loss.
Either way, "everything has consequences" is a pretty common theme in many games (and stories, and books and movies). If that's not for you, maybe you should find another group to play with that allows you to run around without worrying about wether or not some things can be a bit dangerous?
I am not being forced to use the gloves, but I was unaware of any "cost" they might have, and that more than anything else was what made me want to make a post in the first place as I do not know how often a DM introduces a rule which the players were unaware of midgame. Also, we no longer have that much as the DM inflated the prices so that we would get our gold to a normal level (the DM admitted this, though I did find the items cool which we were able to get so I thought that was fair.). And, as you have stated, this may not be the game for me I am considering leaving as I do not want to be a problem player for the group and I have said this to them as well. I am all for challenging mechanics and what not, I just like to be told about them beforehand, and this is my first actual campaign which is why I did not know if what was being done was normal or not.
Well, the DM didn't really tell the group about this rule. I found out after taking some posters advice and approached them in the best way I knew how and afterward I mentioned to two of the group that the DM is imposing a rule which causes items to have negative effects. One I heard back from said they are going to hunt down and possibly torture the shopkeep until they tell them what the negative effect is. Mind you, this was probably a half joke, but hey I don't know rogues gonna rogue sometimes. It didn't seem like a good reaction though. I am however as you said thinking this may not be the group for me, which is sad as I've been playing with them for almost a year now, but that's just how it is sometimes I guess (I really am guessing I don't know cuz I've never been in a campaign really before this lol.)
Or you could, you know, just not let a small thing ruin the entire game? I mean, if you're not forced to use the gloves, just don't and ekeep playing the game anyway. It seems that you have enjoyed it for a year, so why get caught up on this little detail?
To me this is no longer about the gloves, as I stated in a couple previous replies to others they are now treating every magical item with the effect that it will have some type of negative feedback unless it is very, very minor. If it were just the gloves I would 100% agree with you to just move on and deal with it, but this rule was something which I had to find out by asking them after the session, they did not communicate that it was a thing, and it happened midgame and it turns out that all magical items have a negative effect which I was not told about before (magical items are rather rare in the campaign I'm in if the time I've played and the amount we have is any indication lol.) I have spoken to the DM about this and they have essentially said, "sorry you don't like it, but I'm not changing it."
Well, there you have it then. You've obviously managed to survive and enjoy more than a year of gameplay with these rules. I'm honestly not really seeing what the issue is. Then again, for me the important thing about roleplaying isn't magic items.
Based on what the player is saying, the problem is largely the fact that they didn't play with these rules... these rules were added to the game relatively recently without warning. And while I agree D&D can be a perfectly fun game without magic items in it, it's a lot less fun when you're presented a world that has fun and interesting magic items, only for the DM to decide on a whim that all the magic items suck and aren't worth using anymore. I see it as less, "boohoo, I wanted magic gloves but these are no fun anymore!" and more "I can't trust that my DM won't suddenly spring new drastic rule changes on me and ruin part of the game I'm enjoying... and if I confront him about it he's just going to ignore me, based on evidence I've gathered by doing exactly that."
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium
I understand that you may feel slighted by the entire concept but speak to your DM about any other 'homebrew or houserules' he may be implementing just to be aware. but then again, if this is your first group/game ever how familiar are you with the rules in general? Don't forget that every DM does do things differently and the while DMing for the first time I've DM'd I got yelled at for not being flexible enough by a player who himself knows squat about the rules except that he did have quite the player experience but from a DM who's been playing for literally decades and incorporates many, many things that are homebrew or from other editions.
But you do have a bonus. As a monk you're pretty much good as you are. You get magical attacks at level 6. You don't *need* any weapons, technically not even +1s. You don't wear ANY armor. Anything for you is just a bonus as opposed to a fighter that relies on specific weapons and armor. Its something you can work with.
This. What if next the DM decides that monk attacks are no longer considered magical for overcoming resistance no matter their level and then throws a bunch of enemies with said resistance at the party?
At the same time, introducing a mechanic for magic items having negative effects, depending on what they are, could be a fun experience.
I was hoping that maybe the gloves were a hook for a side adventure where the negative effect could be removed (since other players magic items didn’t seem to have the negatives at first). But it seems that isn’t the case.
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
Curiosity question -- have any of the other players suffered consequences from use of a magic item? Or is it just you (and your friend who already left)? If it is just you, then it would indicate the DM is, consciously or unconsciously, biased against you. Or, that they are unfairly biased towards their friends, the other players, and not you, just some rando that happened to join their campaign. Either way, that's a warning sign that it's time to leave. Such a situation will quickly fester and eventually explode.
But if it is happening to everyone... is it possible that there is a story event causing it to now happen, where it wasn't before? Something along the lines of magic becoming poisonous or malicious, or The Weave being influenced by an outside source? Because if it isn't just you, that might be part of the world narrative your party is living through, and may become the focus of your campaign in the near future. This would explain the sudden change in rules, and why it's centered on magic items. Though if that were the case, I'd also expect spellcasters to also begin having problems executing their spells. Such a thing must be done carefully, however, to prevent a full caster like Sorcerer or Wizard from being rendered useless.
Given that you have more context than we do, it should be pretty clear to you which of these possibilities is correct.
This is a blanket reply to some people that have replied since I last checked (sorry I was quiet for the past couple days I just hadn't checked.). Well, it turns out that my DM just doesn't read all of my messages when I have an issue it seems. I had several back and forth messages that were like a paragraph long on my side as I was trying to explain as best I could why I was unhappy with the ruling that all magical items have a negative effect on the user. It turns out that they thought I wanted absolutely no drawbacks with strong magical items, like a limited usage per day sort of thing which I had said in the very first message I sent them. Now, the drawback she gave my gloves is still really severe in my opinion (I can use them a 5 times day if I am only using their effect, 10 times if it's in combat for the +2 damage, which isn't bad, but the bad part is if I hit the limit then I am unable to use my hands at all for the entire day.), but I didn't want to dispute the fact because the rule was not nearly as strenuous as I was lead to believe initially. I am probably not going to use the gloves much now at this point though still and may end up selling them at some point down the road, but I am happy at least that the issue stemmed mostly from them not not reading my messages in their entirety (I don't know if that's the case, but I did make that very clear in my first couple messages that I had a problem with everything doing something negative and it seems to just be something where no info is given about it until it happens, although the whole not listening to everything I say is a bit concerning if true.)
To answer your question: it has only been brought up when we are playing the game that the effect has happened to me and my friend who quit so far with magical items (my friend felt like he kept being targeted, which he admittedly kind of did, but also kind of didn't in some ways, like early on the DM introduced a ghost that would make a person get charmed and go into the ghosts grave for a whole day with a saving throw only once every 24 hours and they were the only one affected, and this was after the DM told him to roll his stats incorrectly so he had really low wisdom (like an 8 or a 6, they had him roll a d20 and use whatever stat came up.). I went off on a tangent there though. I am actually unclear on if this a new rule at this point or not. I do know that at least one other player in our team was unaware of the rule. If you read the last message I wrote you'll see that the DM and I seemed to have some kind of miscommunication issue, but I will admit that if something like that does come up again I will likely be taking your advice on leaving.
In regards to the weave and what not, my DM had no idea what that even was until a month or so ago, so I don't believe that is incorporated into their world and they gave no indication of that being a thing at any time during the story, but I suppose it IS possible. As I said previously I think, the DM said that magic casters abilities are something they learned over time or are given I suppose in regards to some classes, so they are not affected by the same ruling of the magical items (though a wizard could do the same thing I do with my gloves at level 1 with the right cantrips in terms of burning and freezing, which I brought up to the DM at one point.)
I am perfectly ok with being wrong on rulings and what not, and I am generally ok with most rules as long as they seem fair and I have been told about them up front. It just seemed like I was out of the loop (I still think I was somewhat, but if you look at what I said in my first reply today you'll see that things are different than I initially thought.) I just want to be told when there's a rule change that would span the entire game and possibly change my characters motivations on doing certain things and not get blindsided mid game with "your hands start burning and it's a magical burn so you can't make it stop" (not literally on fire but like just burns from the magic glove.) and this has never happened when I used them previously and there was no talk about the rule or adding a new rule to begin with. Again though, this has been rectified mostly I think :) I obviously don't know yet though.
I do agree with you though that I chose the optimal martial class for this ruling that can't use magic. I read somewhere that equated a monk to basically a jumble of magical item effects and turned it into a class and needs the least amount of gear to be managed.