bigmark268
Vyemm Raider
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Oh man thank you guys. I've got all the old 3.5 ones. And I've always been wanting a green dragon. And now well lol. Now I need all of these to round out the whole set lol
5e is supposed to be tweeked by the DM, lots of stuff is left very vague just for that reason. The downside is if you dont have a DM that is good with stuff like that the game can be very vanillaI definitely think that base 5e definitely has an issue with item progression. A skilled DM can add meaningful magic items but going by the book it feels super lame as a player to roll super well on a treasure check and be rewarded with a regular healing potion. It's like, yes, I know this is a good item that can be the difference between a win and a tpk, but it's a super boring item.
On the other hand, pathfinder having lvl 1 characters fully decked in magic items feels crazy out of whack in the other direction.
I think 5e really shines when you have a DM that knows what they are doing and is willing to make their own tweeks
I had a 'by-the-book' DM for a run of Waterdeep: Dragon Heist. Spoilers below...
At the end, depending how things go, the players can end up with a massive amount of gold around level 5. I am talking about 40-50,000 Gold. Which is ridiculous. What the FUCK are you supposed to do with that? Buy land? Medieval peasant simulator? Boy, I can buy a bunch of stuff for the tavern we inherited... and then what? The module just dumps them there. Your character is going to invest 50,000 Gold into a tavern, then leave it to go on other adventures? You cannot spend the gold on character improvements... you cannot even buy things like Masterwork equipment from 3/3.5. Let alone magical items. It just makes no sense as written.
If it was 5E, I'd like to see the way that 34 was calculated. It's extremely difficult, if not impossible to get an AC that high at any level without some wacky homebrew rules or a misinterpretation of the official rules.depending on if the wizard knows what he's doing, they can get some pretty high AC.
my last campaign was curse of strahd from 1-8 (or so, can't remember) then we went up to 20 in the dm's own world based on the realms of terror. i played a cleric, and the the others were a paladin and a wizard. by like, lvl 12 or something, the wizard was running around with 34 AC or something crazy. i had a +2 shield and +3 platemail and had the lowest AC of the group, it was demoralizing lol.
Well, those are a few of the specific magic items necessary to make that happen so it's less difficult for me to believe it was accurate.i don't quite remember exactly how he did it, but it was definitely legitimate, and definitely irritating. all 4 of us (3 players and the DM) calculated it separately and came up with the same number. i can't remember how he did it, other than a couple certain items, robe of the archmagi, staff of power and the shield spell... he also had a 22 dex, i'm definitely missing something because that would only put him at a 28, i think... i'll ask him and post what i'm missing.
edit: during our curse of strahd campaign, he was playing a revenant, and so at the end, he completed his mission and faded away. because we wanted to keep going with our characters, the dm gave him some cash equal to about what we had collected and let him buy whatever for his new character. so he bought a robe of the archmagi and a staff of power. after we started playing the DM was like... yeah, i clearly didn't understand those items before i okay'd them... never again lol
yeah, i'm with you. in that specific instance with the wizard, it was less "here's money to buy some items from this store" and more "you can have x amount of money worth of magic items that you have previously found in your adventuring career before joining this campaign. i think that's pretty standard when a new character is joining an ongoing campaign, otherwise they will come in super underpowered and will hobble the group.Well, those are a few of the specific magic items necessary to make that happen so it's less difficult for me to believe it was accurate.
A lot of DMs don't quite understand how 5E is balanced. I dislike the inherent stinginess of 5E when it comes to magic items and other loot because it neuters are significant portion of the fun factor for players. Why are player's characters going to risk their lives delving a Long Lost Dungeon of Perpetual Evil for a couple Potions of Healing and a Scroll of Magic Missile? Maybe a generic shield +1 if they're lucky.
My approach to loot couldn't be more different so I ignore the official guidelines. I don't run Monty Haul games, but I definitely reward players for their risk, creativity, and clever solutions to problems. However, breaking from the guidelines also requires a DM to have a strong fundamental grasp of the system and make adjustments to off-set the increased power level of the players.
In 5E, even a +1 sword is a significant increase in power. As a aside, I NEVER give my players generic + items. The magic item ALWAYS has a name, and often a history (though sometimes fairly basic). The +1 or whatever is simply the mechanics.
It's irrelevant to our conversation, but I HAAAAAAAAAAAAAAAAAAAATE it when DMs allow players to purchase magic items more powerful than basic healing potions or low-level scrolls. Most of the items are, in effect, priceless. It seriously irritates me that players waltz in to town and find their local Magic Wal-Mart and stock up. In my mind, if a player was able to find someone willing to part with something, the negotiations would be a hell of a lot more involved than -- "10,000 GP, good sir." and "Thank you, godspeed."
Especially for ridiculously rare and powerful items like Robe of the Archmagi and Staff of Power....but that's just me.
That's a monstrous sum of gold, even for a noble. An average of half a million gold a year is absolutely ridiculous. The monthly cash flow is enough to fund an entire army of 20,000 (or more) while still allowing the noble to live a bourgeois lifestyle.Gold has always been funny to me. My crew killed and took over the holdings of a well off lord of water deep. Then impersonated him and kept rolling with it. Now I make them manage his holdings. But it nets them like 25 to 80k gold a month. Ya know what they do with it? Not a damn thing ever lol
That's a monstrous sum of gold, even for a noble. An average of half a million gold a year is absolutely ridiculous. The monthly cash flow is enough to fund an entire army of 20,000 (or more) while still allowing the noble to live a bourgeois lifestyle.
Regardless, you have to give your players opportunities to spend their wealth. They might want to do something grandiose like open a martial training academy or fund the research of a mage guild, but maybe they aren't sure if you (the DM) are prepared for that kind of thing.
At the very least, encourage them to buy land and build a 'base of operations.' Maybe two, or three if they do a lot of traveling outside a specific region. Owning a 'base' provides another layer of play and makes the world feel more lived in.
*Edit* Szeth's comment also reminded me a question we often forget. Where is that immense wealth stored? If that wealth became known to almost anyone, they'd certainly be the target of numerous thieves.
*Edit 2* Purchasing a shipping fleet is another good gold sink, but if handled well they'd make even more money. I think you made a mistake in giving players access to that kind of wealth. However, there are a ton of ways to inconspicuously strip them of it. Having 1 or more (fully loaded vessels) get sunk during a storm (not uncommon at all) placing them in debt to suppliers would temporarily solve the problem.
What kind of 'business' did the noble engage in?