Awarding Magic Items in D&D – What’s the Best Way to Do It?

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Wha ñ whatís going on guys? Weíre sick and tired of this bullcrap thatís what! Yeah, Mr. Dungeon Master, ìSIRî, youíre giving us the shaft on magic items. Indeed, the rate of magic item distribution is well below the standard deviation curve used by OTHER dungeon masters. But, uh, you guys all have buckets of magic items back at your base that you never even use. Thatís because youíre screwing us over! Yeah, you just need to keep giving us more magic items. Just ñ just keep them flowing. Welcome to the DM Lair. Iím Luke Hart, and Iíve been a dungeon master since high school. On this channel I give practical dungeon master advice that you can implement at your table. Today in the Lair, weíre going to be discussing magic items. Specifically, Iím going to talk about the pros and cons of giving out too many magic items to your D&D players and of giving out too few. Then Iíll touch on what I think is the right balance of magic items to give your players. Finally, Iíll go over a few different ways you can go about giving magic items out. But first I want to thank my awesome patrons and members for helping choose the topic for this video. In particular, mad props to t. You all rock. If youíd like to help support the channel and the content we create around here ñ and get some cool added perks like monthly hangouts ñ you can do so by clicking the JOIN button next to the subscribe button, or by visiting my Patreon page linked in the description. Okay, back to magic items. Do you know whatís one of the most common problems I hear dungeon masters complaining about? It basically has to do with the DM having given out too many magic items to their players, who are then way overpowered, and now the dungeon master doesnít know what to do. Believe me, this problem has come up time and time again, and it really has a simple solution: donít give magic items out like theyíre candy! You know? Now, I get, I get it, believe me. You finally convinced your friends to play D&D with you, and youíre super excited. You see all these cool magic items in the DMG, and itís hard to pick which ones to give out. And you also want your players to have fun, so you think ìGee, Iíll just give them lots of magic items. That will make the game more fun!î Gee, Iíll just give them lots of magic items. That will make the game more fun! And you might also be thinking, ìThe last time I ran a D&D game, it only lasted for a few months, so I had better get some magic items into play fast. Otherwise, weíll never get to use them.î The last time I ran a D&D game, it only lasted for a few months, so I had better get some magic items into play fast. Otherwise, weíll never get to use them. Okay, so there might be some validity there, but Iím not sure that planning for your groups to fail is the right state of mind for dungeon masters to have. I would much rather you get better at keeping your groups together and the game running for years at a stretch. In fact, Iím thinking about doing a video about the top reasons D&D groups fall apart and how DMs can stop that. Let me know if that sounds useful. Because the thing is that when you give out too many magic items too fast in the game, a few things happen. First, your players become more powerful, forcing you to ratchet everything up. Now thatís not a big deal if you do homebrew and are good at increasing the challenge rating of encounters, something 5e doesnít make easy due to the bonked challenge rating mechanics. However, if youíre running a module, do you REALLY want to have to adjust all of the encounter sin the entire book? I donít know about you, but the last time I checked, I by modules to make my job as a DM EASIER, not harder. The other thing with giving out too many magic items is that ñ yes they are cool at first ñ but eventually they cease to feel special. I mean, Mr. Dungeon Master, how many magical axes do you think I need? Am I really that bad at this game? Okay, so what about giving out too few magic items? There are a couple problems with that, too. First of all, youíd be neglecting a really cool part of the game. Magic items are an integral part of Dungeons & Dragons. Things like the Deck of Many Things and Bags of Holding and Vorpal Swords and Rods That Have Many Parts are classic traditions in the game. Thereís part of me that feels like a game that doesnít feature magic items just isnít really D&D anymore. Now running a low-magic campaign is a thing, but once you start taking out magic items and spellcasting ñ well, at that point what really distinguishes the game from any other medieval roleplaying game without magic and magic items? My point here is NOT to say ìIf you donít use enough magic items, youíre not playing D&D.î Iím just saying that magic items are a really cool part of the game, and if you donít use them very much, you might be missing out. Next, getting magic items is an exciting thing for players. I had a player once who LIVED for magic items. I mean, thatís all this guy really wanted. He was always trying to buy magic items in the game, hunt them down, make bargains with evil liches for them ñ anything he could possibly do to get his hand on magic items. Now, this also had to do with the fact that he was a power gamerÖ But the point remains that most players like magic items. So when you give them out, you are making the game more enjoyable for your players. Finally, Iím no game designer, but Iíd be willing to bet a tacklebox full of miniatures that the folks who made D&D accounted for players having magic items in game design. That is, challenge ratings and the difficulty of encounters in published modules assume that as players level up, they will have magic items to help them out. And if they donít have that bit of increased power that comes from magic items, >>slitting throat sound<< [draw thumb across throat]. So how many magic items should I give to my players then? Finding the right balance of magic items to give your players isnít the same for every dungeon master, I feel. Iím going to tell you how Iíve been doing it that seems to work well for me. First, I roll from the loot tables in the Dungeon Master Guide. I know they are random tables, but they seem to average out fairly well. So basically, my players get the magic items that I roll from the tables. Now, they arenít always perfectly useful to them ñ whatís a group with no bard going to do with an Instrument of the Bards? ñ but this method is actually realistic AND it forces your players to stretch their imaginations and creativity. There have been many times that Iíve given out a magic item thinking it was a piece of junk ñ the Eversmoking Bottle and Decanter of Endless Water both come to mind ñ only to find my players coming up with ingenious uses for them. And then what I do is every so often, Iíll take a survey of all the magic items my players have to see how itís going. If it seems like theyíve been getting the shaft, Iíll throw in a few extra over the next adventure or two. Or if it looks like Grist the min-maxed OP hobgoblin ranger/rogue doesnít really have any magic items that are super useful for him, Iíll place one in the next adventure that is hand-picked just for him. So basically I use the random loot tables as a starting point, and then adjust based on how things are going. Iíve found this system to work just fine for me over the years of running D&D 5th edition. Another way you could award magic items is by using the guidelines in Xanatharís Guide to Everything on page 135. It tells you EXACTLY how many magic items of which rarity and which power ñ minor or major ñ to give your players. According to Xanatharís, using that system will result in the same effect as rolling from the tables in the Dungeon Masterís Guide. However, my major gripe with Xanatharís system is that magic items are not clearly identified as minor and major in the Dungeon Masterís Guide. Instead, weíre told to refer to the magic items listed on the tables A through E as minor and those on tables F through I as major. Iím sorry, thatís just kind of a pain in the butt, and ignores the typical use case of a dungeon master perusing the magic items in the DMG. But I get it, you made the DMG first, and then did Xanatharís a few years later. But would it have been so hard to put a handy list of major and minor magic items in Xanatharís? I mean, the book is already a slim 191 pages considering its $50 price tag. A handy list would have helped you pad those pages out with minor effort on your part. Woups, slipped into a rant there. Maybe we should just move onÖ Oh, and I also just noticed that there is an interesting sidebar on page 136 of Xanatharís stating that magic items are NOT necessary in a game. That is, the game mechanics allow for characters and monsters to face each other without the use of magic items. So, it looks like I just lost that tacklebox of minis I was betting. But I also found the topic for another brief rant! Why ñ oh why, wasnít that information included in the Dungeon Master Guide? You wait several years before telling dungeon masters that they donít NEED to include magic items to make sure their players are strong enough to confront monsters and challenges in the game? I mean, come on, guys, you know, I mean, hello? HELLO? Holy crap, the next thing you know theyíll be including a 2nd level healing spell in the game that is so powerful, only the 9th level spell Mass Heal can top it. Anyway, regardless of which system you use to reward magic items, my ultimate recommendation is that you err on the side of giving too few magic items, see how things are going, and then give more as needed. And the reason for this is simple: itís easier to give out more if you gave your players too few than it is to either adjust your entire game or ask your players to give some of their magic items back. Players usually donít like that as it plays upon a psychological principle known as loss aversion. How to Reward Magic Items Okay, now Iím going to pound through a quick list of ways you can include magic items in your game. First, the enemies are using them. I love having the bad guys use magic items against the characters. Not only is it super cool from a gameplay perspective, but it also lets me have fun with them too. And then when the players defeat the bad guys, they get their magic items as rewards. Next, I sometimes have NPC quest givers reward the players with magic items. For instance, after the Sword Coast Guard successfully defended Waterdeep from a fiendish invasion, the Lords of Waterdeep gifted them with several magic items. You can also use entire adventures that revolve around retrieving magic items. This works particularly well when your players want particular items, but you want them to have to earn them. Another great way is to simply have magic items hidden in out of the way or hard to get to places in dungeons. This serves to reward players for exploring and poking around. And finally, the dungeon master can always say, ìYou know guys, I have been a little stingy about magic items. Just use whatever you want in the DMG.î You know guys, I have been a little stingy about magic items. Just use whatever you want in the DMG. [passes DMG over screen] Let me know how you reward your players with magic items. Next week Iíll tell you about the time my players encounter an Intellect Devourer at level 1. But until then click here to learn about 15 non-magic item loot ideas for your D&D game. And until next timeÖ Letís play D&D!
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Channel: the DM Lair
Views: 43,232
Rating: 4.9513793 out of 5
Keywords: d&d, d&d 5e, dnd, dnd 5e, dnd 5th edition, dungeons and dragons, dungeons & dragons, rpg, role-playing game, roleplaying game, dungeon master tips, DM tips, dungeon master advice, DM advice, the dm lair, luke hart, D&D magic items, d&d magic items 5e, d&d 5e magic items, how to reward magic items in d&d
Id: Uu-761waDC0
Channel Id: undefined
Length: 11min 33sec (693 seconds)
Published: Tue Feb 11 2020
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