Dungeons and Dragons Megathread

Your issue is actually that until now your DM has been giving out more magical items than the game presumes is common.

I know that my level 3 party started out with nothing besides starting equipment and when put up against CR equivalent opponents the fights were fast, tight and tense.

Adding magical items is basically an optional enhancement to the characters that would allow them to punch above their weight class, and should probably be balanced out by increases in the monsters abilities as well.

You could probably run the entire game from level 1 to 20 without a single magical item, from what I have seen in play.
 
Blech, why didn't that come up when I searched it?
Creating a Magic Item Page 284 said:
The magic items in chapter 7, "Treasure ", are but a few of the magic treasures that characters can discover during their adventures. If your players are seasoned veterans and you want to surprise them, you can either modify an existing item or come up with something new.
Also "Modifying an Item" immediately after that.
And my issue is that it treats level 4 characters like level 1 characters. It's bad enough I have to wait until level 3 for all of my class features for most of the classes, but if I die and the DM has an NPC suddenly decide to betray us and steal my gear, I'm punished for something which hasn't yet been my fault.
A level six paladin is, as I discovered, already enough of a threat to three wights (CR 3 each) without magic items that a +1 scimitar of zombiefucking is completely unnecessary.
 
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Your issue is actually that until now your DM has been giving out more magical items than the game presumes is common.

I know that my level 3 party started out with nothing besides starting equipment and when put up against CR equivalent opponents the fights were fast, tight and tense.

Adding magical items is basically an optional enhancement to the characters that would allow them to punch above their weight class, and should probably be balanced out by increases in the monsters abilities as well.

You could probably run the entire game from level 1 to 20 without a single magical item, from what I have seen in play.
It's a prewritten adventure. Whatever they've been saying about magic items, Wizards have not borne it out with their published material. Lost Mines of Phandelver takes you to level 5 and gives you 3 magic weapons, a wand, a magical staff and 1 bit of magical armour.
My issue is twofold:
1. The DM has taken away half of our resources by having an NPC steal our gear when we got killed (a trustworthy NPC who had never given any sign of being a thief) and isn't allowing us to get any of it back.
2. As a starting character I don't get to have all the things I associate with being an experienced adventurer: I can't afford spare weapons, all the miscellaneous bits and bobs, better armour than I start with. But I'm joining party where 3 members will have this money and the magical items and 4 characters won't.
Also "Modifying an Item" immediately after that.
I meant the thread, not modifying an item.
A level six paladin is, as I discovered, already enough of a threat to three wights (CR 3 each) without magic items that a +1 scimitar of zombiefucking is completely unnecessary.
And a level 3 or 4 character? Against Wraiths, which take half damage from non-magical weapons?
 
So, I've been thinking of posting a (very successful) campaign I ran a few years ago here on SV, in a form that makes it usable for DM's. Not sure if I should convert it to third or fifth edition first though; I ran it in fourth, but that doesn't seem to be very popular on here.
 
My issue is twofold:
1. The DM has taken away half of our resources by having an NPC steal our gear when we got killed (a trustworthy NPC who had never given any sign of being a thief) and isn't allowing us to get any of it back.
2. As a starting character I don't get to have all the things I associate with being an experienced adventurer: I can't afford spare weapons, all the miscellaneous bits and bobs, better armour than I start with. But I'm joining party where 3 members will have this money and the magical items and 4 characters won't.
This has very little to do with the rules as presented, and a great deal to do with your DM being an awful DM.
 
It's a prewritten adventure. Whatever they've been saying about magic items, Wizards have not borne it out with their published material.

What part of "optional" did not get through? They gave away that many magic items because the game is set on Faerun, which is swimming in them and can thus expect all the npcs to be similarly equipped.

If you wanted to play Conan, however, less is more.

I like that there isn't a set "magic items by level" concept. It allows me to craft my setting to fit my expectations, not kludge the entire world economy around the existence of +1 Swords.

Lost Mines of Phandelver takes you to level 5 and gives you 3 magic weapons, a wand, a magical staff and 1 bit of magical armour.

So six pieces of magical loot for a four man 5th level party. Seems about right compared to, say, Pathfinder, where if a 5th level party has less than ten magic items they're seriously underpowered.

My issue is twofold:
1. The DM has taken away half of our resources by having an NPC steal our gear when we got killed (a trustworthy NPC who had never given any sign of being a thief) and isn't allowing us to get any of it back.

This is your GM being a dick, which is not something the rules can fix for you.

2. As a starting character I don't get to have all the things I associate with being an experienced adventurer: I can't afford spare weapons, all the miscellaneous bits and bobs, better armour than I start with. But I'm joining party where 3 members will have this money and the magical items and 4 characters won't.

Hey, maybe... I don't know, they could share the wealth? This is not a problem that can be solved on a rules level. This is a group, real life level problem.

And a level 3 or 4 character? Against Wraiths, which take half damage from non-magical weapons?

Yes, because by sixth level you're attacking twice per round, which thus averages out to normal damage. Not to mention that the Paladin will be doing Radiant (which does not weaken), the Rogue will be doing 3d6 of sneak attack (seriously, sneak attack became like a thousand times better, archer rogues are devestating), the Barbarian will be doing three attacks with bonus damage, your Fighter is doing various tricky stuff, your Monk counts as magical and is doing Three~four attacks per turn and thus chewing through them like a woodchipper, etc etc.

Even 4th level characters should be doing more than enough damage that resistance is not a problem, considering a Wraith only has 67 hit points. So since average fightery types damage is about 8 points per hit, that's about... 16 hits, or four turns versus an regular party (considering some will be attacking twice, doing bonus damage, using magic, etc).

Plus a Wraith is a CR 5 monster. It's supposed to be a major challenge for a group of level 4 characters.
 
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It's a prewritten adventure. Whatever they've been saying about magic items, Wizards have not borne it out with their published material. Lost Mines of Phandelver takes you to level 5 and gives you 3 magic weapons, a wand, a magical staff and 1 bit of magical armour.
My issue is twofold:
1. The DM has taken away half of our resources by having an NPC steal our gear when we got killed (a trustworthy NPC who had never given any sign of being a thief) and isn't allowing us to get any of it back.
2. As a starting character I don't get to have all the things I associate with being an experienced adventurer: I can't afford spare weapons, all the miscellaneous bits and bobs, better armour than I start with. But I'm joining party where 3 members will have this money and the magical items and 4 characters won't.
Sounds like your DM is a douche or bad at plot twists.

I meant the thread, not modifying an item.
Derp. Sorry.
And a level 3 or 4 character? Against Wraiths, which take half damage from non-magical weapons?
I know skippy fuck all about your pre-written adventure but a party of seven 3-4 lvl PCs should have no trouble with a CR 5 beastie or two. Else wise a smart third level paladin of vengeance or devotion with a silvered weapon (100gp, optional) can succeed on their own against one wraith. Barbarians may not be so lucky.

So, I've been thinking of posting a (very successful) campaign I ran a few years ago here on SV, in a form that makes it usable for DM's. Not sure if I should convert it to third or fifth edition first though; I ran it in fourth, but that doesn't seem to be very popular on here.
I'd be interested whatever system you use. Any mecahnical greebles we can work out for ourselves if necessary.
 
Sounds like your DM is a douche or bad at plot twists.


Derp. Sorry.

I know skippy fuck all about your pre-written adventure but a party of seven 3-4 lvl PCs should have no trouble with a CR 5 beastie or two. Else wise a smart third level paladin of vengeance or devotion with a silvered weapon (100gp, optional) can succeed on their own against one wraith. Barbarians may not be so lucky.


I'd be interested whatever system you use. Any mecahnical greebles we can work out for ourselves if necessary.
There were 4 of us against the beastie, and it had 6 ghouls backing it up (ghouls are the one with the paralyzing touch right?)
This has very little to do with the rules as presented, and a great deal to do with your DM being an awful DM.
If they'd done like 3.5 and 4e and had a WBL table, this wouldn't be an issue. Instead we got a table of what to give them at the start of the campaign, which is different.
 
There were 4 of us against the beastie, and it had 6 ghouls backing it up (ghouls are the one with the paralyzing touch right?)

So your DM threw you into a battle as four level 4 or less PCs against a CR 5 monster and six CR 1 monsters?

That's like... a CR 7 encounter (3000 xp total versus 2900 for a CR 7). That's three levels above your weight class.
 
If they'd done like 3.5 and 4e and had a WBL table, this wouldn't be an issue.
Yes. Instead, you'd have the bigger issue of that actually being a terrible metric as there is no consistent expected wealth level.

To a very real extent, 5e is not about getting more and better gear all the time. It's not a game of ever-increasing numbers, where you're expected to have certain pieces of equipment and maximise everything. It's a game where increasing in level means having more options, and only rarely more power.

You're expected to negotiate stuff with your DM, not have everything listed out in convenient tables rolled out by rolls of 100d1000. If you feel you need more magic items to keep up with the rest of your party, you're expected to speak to your DM about it.
 
So your DM threw you into a battle as four level 4 or less PCs against a CR 5 monster and six CR 1 monsters?

That's like... a CR 7 encounter (3000 xp total versus 2900 for a CR 7). That's three levels above your weight class.
x2.5 XP multiplier for seven monsters gives effective xp for the fight at 7500. So it's seven levels out of his league actually.
 
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To a very real extent, 5e is not about getting more and better gear all the time. It's not a game of ever-increasing numbers, where you're expected to have certain pieces of equipment and maximise everything. It's a game where increasing in level means having more options, and only rarely more power.

Indeed. The difference in terms of to-hit rolls between a level 1 and a level 20 character baring magic items is like... +4 or +5. The difference in AC is similar.
 
So your DM threw you into a battle as four level 4 or less PCs against a CR 5 monster and six CR 1 monsters?

That's like... a CR 7 encounter (3000 xp total versus 2900 for a CR 7). That's three levels above your weight class.
Apparently that's how the adventure is written. And considering it sent us up against a cr7 young Green Dragon when we were level 3, I think it's not an isolated incident.
There's also a flaming skull in the same dungeon who continually comes back to life and harasses you unless you sprinkle it's remains with holy water. But we didn't have any, so it hit us me with at least 1 fireball every time.

That said, I probably would have killed the Wraith if I'd been able to do full damage against it. But since all of my damage was halved and I was already at half health from the aforementioned Flaming Skull, I was screwed.
Yes. Instead, you'd have the bigger issue of that actually being a terrible metric as there is no consistent expected wealth level.

To a very real extent, 5e is not about getting more and better gear all the time. It's not a game of ever-increasing numbers, where you're expected to have certain pieces of equipment and maximise everything. It's a game where increasing in level means having more options, and only rarely more power.

You're expected to negotiate stuff with your DM, not have everything listed out in convenient tables rolled out by rolls of 100d1000. If you feel you need more magic items to keep up with the rest of your party, you're expected to speak to your DM about it.
I tried. He pointed at the book and said that that was how the rules were written.
 
And thus we are back to your problem being your awful DM.
In all honesty, I stick around because of the other people who play. But he's usually better than this, and the other potential DM called me a 'disgusting munchken' and declared that me character would be deleveled in her game when I asked whether I'd draw a melee or ranged weapon whilst under the effects of a confusion spell.
 
In all honesty, I stick around because of the other people who play. But he's usually better than this, and the other potential DM called me a 'disgusting munchken' and declared that me character would be deleveled in her game when I asked whether I'd draw a melee or ranged weapon whilst under the effects of a confusion spell.
In what world is that question a sign of being a disgusting munchkin? Am I missing something from 5e that would make it so? Did I just misread your statement, and the other DM was responding to something else? I've DM'd for some pretty disgusting munchkins before, and played with some, and this doesn't sound anything like disgusting munchkinry.
 
So, I've been thinking of posting a (very successful) campaign I ran a few years ago here on SV, in a form that makes it usable for DM's. Not sure if I should convert it to third or fifth edition first though; I ran it in fourth, but that doesn't seem to be very popular on here.
I'd love it in it's original form. Then again, I really love 4e and what it added to the game. I'm hoping we get Swordmages and Warlords in 5e. Eldritch Knights and Valor Bards don't feel the same.
In what world is that question a sign of being a disgusting munchkin? Am I missing something from 5e that would make it so? Did I just misread your statement, and the other DM was responding to something else? I've DM'd for some pretty disgusting munchkins before, and played with some, and this doesn't sound anything like disgusting munchkinry.
Some context: I'm a barbarian with obscene rolled stats (STR: 20, CON:18, DEX: 18), we're fighting a spectator, a sort of mini-beholder. I fail my save against it's confusion ray, which means I attack random targets. The game ends there for the night due to a fire drill.

Two weeks later I don't really remember what happened, apparently I had a bit of an argument with the DM as we left the building. I know that I was trying to argue in favour of me not attacking the monk, since that would one-shot him if I hit and the DM wasn't sure because he hadn't fully read the text. Anyway, we meet up for the game, I ask what weapon I'd go for. The other DM brands me a munchkn, my DM asks whether my Barbarian would be walking around without his primary weapon in his hands in a dungeon. I acknowledge the point and the Monk survives due to ebing hit by the Spectator's Fear ray, which means he runs and I can't take AOO's due to the confusion.

The problem was solved due to logical thinking and I have no idea why the other DM reacted like that.
 
I'd love it in it's original form. Then again, I really love 4e and what it added to the game. I'm hoping we get Swordmages and Warlords in 5e. Eldritch Knights and Valor Bards don't feel the same.

I could link to a quality Warlord homebrew, atleast, if you want it.
 
1. The DM has taken away half of our resources by having an NPC steal our gear when we got killed (a trustworthy NPC who had never given any sign of being a thief) and isn't allowing us to get any of it back.
2. As a starting character I don't get to have all the things I associate with being an experienced adventurer: I can't afford spare weapons, all the miscellaneous bits and bobs, better armour than I start with. But I'm joining party where 3 members will have this money and the magical items and 4 characters won't.

Issue is not 5e. Issue is located between chair and DM screen.
 
Yea, 5E is actually pretty damn good about starting equipment compared to other editions, for one thing.
 
I'm gonna run my first 5e game in a couple of hours, this is my first time being GM and for two out of four players the first RPG they have ever played and none of us have ever played 5e.
We're going to using the starter set (Phandalvar), any suggestions on pitfalls to avoid and things to do?
I'm kinda nervous that I'm gonna ruin the experience for them, so any suggestions and advice would be really appreciated.
 
When you get up to the Green Dragon, give them the option to negotiate with it or tone it down.

For the first dungeon nothing stands out, but the Bugbear is probably the most dangerous encounter
 
I'm gonna run my first 5e game in a couple of hours, this is my first time being GM and for two out of four players the first RPG they have ever played and none of us have ever played 5e.
We're going to using the starter set (Phandalvar), any suggestions on pitfalls to avoid and things to do?
I'm kinda nervous that I'm gonna ruin the experience for them, so any suggestions and advice would be really appreciated.
This is the advice I got from my groups former DM and it's worked pretty well for me so far.
  • You are a player too, if your friends do something awesome, this is a win. Avoid treating the players like the enemy or thinking that you have to beat them.
  • The Advantage mechanic is your friend. If your mates think up something cool give them advantage for it.
  • Make sure all players at the table are cool with the linear nature of pre-published modules.
  • If you're getting a little overwhelmed by things call a five minute break for nature calls and drinks so you can gather your thoughts and plan.
  • If your players are finding encounters too hard or too easy on a regular basis, don't be afraid to add beasts to the fight or to take them away. 'Regular basis' is the important part of that, a single fight that goes near perfectly or goes to shit is probably be the result of good/bad rolls
  • Different players are there for different reasons. If Bob Dickens is checking reddit on his phone between turns this is cool so long as it doesn't disrupt the group's enjoyment. He's probably turning up to hang out and the game is just the excuse for spending time with friends.
Also, Stephen Lumpkin and Adam Koebel host a podcast about DMing called 'Being Everything Else' and it's pretty helpful once your getting into the swing of being DM.
 
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I'm gonna run my first 5e game in a couple of hours, this is my first time being GM and for two out of four players the first RPG they have ever played and none of us have ever played 5e.
We're going to using the starter set (Phandalvar), any suggestions on pitfalls to avoid and things to do?
I'm kinda nervous that I'm gonna ruin the experience for them, so any suggestions and advice would be really appreciated.

Do everything that this guy tells you to do. Seriously, his DMing advice is amazing. I especially recommend you read his articles on encounter building and adjudicating actions (they're under the "Popular Features" on the right).
 
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