I am starting a new campaign with my guys and I am starting them at higher levels. Is there a general rule of thumb with regards to level and magic items. I think 4E had a rule you should level -1 number of magic items but I have heard its much different in 5E, any advice? How many (magic) items should i let them start with if we are not starting at level 1. Thanks.
I am starting a new campaign with my guys and I am starting them at higher levels. Is there a general rule of thumb with regards to level and magic items. I think 4E had a rule you should level -1 number of magic items but I have heard its much different in 5E, any advice? How many (magic) items should i let them start with if we are not starting at level 1. Thanks.
Rule of thumb is always allow the players access to far less magic that you think is reasonable. I am in one campaign where my 9th level char has zero magic, and another where my 13th level Hexblade also has no magic. A low magic setting really helps the DM from having encounters blow up because a clever player has some item that has a "I win" button. Plus, the players really appreciate the in-game situation when they come across an item.
Note, I generally think the consumables are over-valued by WOTC. Arrows, scrolls and potions tend to either get never used or vanish remarkably quickly. I advise you to be more generous with those.
Keep in mind that magic arrows once fired may be collected after a battle, but as per RAW, they cease to be magical after you fire them the first time. Really sucks.
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Hey Guys, quick question.
I am starting a new campaign with my guys and I am starting them at higher levels. Is there a general rule of thumb with regards to level and magic items. I think 4E had a rule you should level -1 number of magic items but I have heard its much different in 5E, any advice? How many (magic) items should i let them start with if we are not starting at level 1. Thanks.
https://www.dndbeyond.com/sources/dmg/a-world-of-your-own#StartingatHigherLevel
It’s in the DMG under “Starting at Higher Levels.”
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Rule of thumb is always allow the players access to far less magic that you think is reasonable. I am in one campaign where my 9th level char has zero magic, and another where my 13th level Hexblade also has no magic. A low magic setting really helps the DM from having encounters blow up because a clever player has some item that has a "I win" button. Plus, the players really appreciate the in-game situation when they come across an item.
Note, I generally think the consumables are over-valued by WOTC. Arrows, scrolls and potions tend to either get never used or vanish remarkably quickly. I advise you to be more generous with those.
Keep in mind that magic arrows once fired may be collected after a battle, but as per RAW, they cease to be magical after you fire them the first time. Really sucks.