Some magic items possess sentience and personality. The Boots give a fly speed equal to your walking speed for 4 hours per day divisible into 1 minute chunks while the broom gives you a flat 50 foot fly speed all day long, decreasing to 30. Among the first I came across were the Winged Boots and the Broom of Flying. There are a few items which give the ability to fly in the 5e DMG.Then you can start to add more in when you feel you've got a handle on things.* 5th edition pricing doesn't work. If not 99%! (Remember, I'm not including healing potions and other consumables) That should recalibrate you properly for 5E. That sort of thing) Meaning that 90% of all 3rd edition loot becomes simply unmagical. Then add back ONE item to every major treasure hoard. Remove ALL magic items, at least all permanent non-consumable loot. I mean it's so much it's not even funny.
Magic Items 5E Dmg Plus To ACSince this is clearly broken and unfun as frak, feel free to be generous with save-boosting items.* Do not remove the attunement rule. Nope, not even if he rolls a 20. An end-level boss monster will easily have spells and other effects that a character can't defend against. You could do much worse than to simply remove ALL items with defensive items (plus to AC).* Saves are broken at high level. What this means in plain English is, a character with plate mail +3 and a shield +3 is a broken character. Be especially wary about allowing characters to combine two magical AC items.Do not add one of these without careful consideration, meaning you truly understand what they do, why that might be "game changing", and that you're fine with that. You can thank me fifteen levels later.* As for more detailed advice, you could do worse than having a look at Sane's list of "game-changing items". The simple advice is: NEVER hand out an +AC item, not even if you add attunement to it. So play a campaign up til 20th level first before you decide.* Attunement alone won't save AC boosting items.1 common consumable every level from 1 to 5.1 uncommon consumable every level from 6 to 10.1 rare consumable every level from 11 to 15.1 very rare consumable every level from 16 to 19.1 uncommon permanent item at level 4, and another at level 7.1 rare permanent item at level 10 and another at level 13.For my last two campaigns and they didn't explode. There's been a fair amount of discussion online about the "standard" magic item/treasure allocation as per the DMG e.g , . Removing interesting magic items defeats the point of handing them out in the first place. Chrome remote desktop host installer for macMaybe wait a little while.2. Carefully consider how and if to incorporate the item into the game at this point. An item that gives a character an ability that would only be achievable by a character at a significantly higher level (to me 3+ levels higher, YMMV) is likely to cause issues. photoshop cc 20155 check for macThese don't really require much balancing at all except in edge cases or if the character has a lot of them. An item that gives a character an ability that is achievable by a character a few levels lower (3-5 levels lower) is useful for a character, especially in broadening their abilities or giving them options once they've expended their big abilities. I try to go for one per character.3. It will require a little bit of work to balance, especially to keep the player from stepping on other player's toes, but it's not game breaking.
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