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@SamuelDancingGallewАй бұрын
"How you missed that the first time..." Bold of you to assume I even read the DMG.
@Subject_KeterАй бұрын
Or that it could affect anyone. 😮 Like it nice to have but you can do just fine without it.
@DellikkilleDАй бұрын
so, you arent playing DnD, weird to comment on a dnd video, but ok I guess.
@JamesLivesInBuffaloАй бұрын
@@DellikkilleD Not reading the rules is a key DM skill if you’re playing real D&D.
@SamuelDancingGallew26 күн бұрын
@@DellikkilleD Who said I'm not playing DnD (Okay, maybe not at present, but I have played... extensively)? And besides: Satire.
@Kobold_BardАй бұрын
My magic shops sell "mundane" magic items like glow-globes, broaches of rain repelling, brooms of sweeping; basically high end appliances for upscale citizens. Also magical "Home Depots" that carry self-cleaning toilets, cabinets of food preservation and stoves that don't need wood or coal. I also have alchemist's shops that sell mostly common/uncommon healing potions, potions of fire, cold, and poison resistance (mostly for trade guilds), and water breathing in port cities. Adventurer-grade magic is either in the hands of noble families, retired ex-adventurers or buries in long-forgotten crypts. *Occasionally* a once-rich noble house may try to auction off a magic item to generate cash, or a fence may try to unload a stolen one; these are always private auctions done through intermediaries or private auction houses, which require PCs to cultivate social contacts.
@karenmiles4431Ай бұрын
I've been thinking along the same lines. Magic items need an origin. For Common and Uncommon, an Arcane University makes sense because students will be learning how to enchant. Every year there's a selection of these items (they could be rings, pendants, pitchers/jugs, maybe even wands). In a high magic world especially, some of these items might make their way into non-magic shops. Then there's artisan's. Looking up medieval guilds, I found that there was a timeline of progression. 5-6 years of Apprenticeship, another 5 as Journeyman, then completing a "masterwork" to earn the title of Master craftsman. That masterwork could be Dragonscale Armor, as an example. Going by the 2014 DMG (pg. 129), a "Very Rare" item would take up to 2000 days to complete (50,000gp for rarity, divided by 25gp material costs per day). Such a pricey item would be out of the reach of most of the population. Therefore, only the wealthiest individuals, or institutions, would have possession of such items. Legendary items would have started out as "Masterworks" that were utilized by adventurers and heroes of lore. They would reasonably be lost (possibly in a collection) to time in some forgotten ruin or dungeon.
@RottenRogerDMАй бұрын
Don't give Count Strahd a wand of fireballs. Have them drink the potions but they respawn.
@cermence3931Ай бұрын
3:09 High Level Advice - 4:06 Don't worry about perfect balance - 4:37 Better to give fewer & less powerful magic items - 5:07 Give a variety of magic items, ask them what they (or their character) would like - 5:41 Be careful with Shops 8:18 Defining how present & developed *magic* is in your world 10:20 Determining how many to reward 12:00 Adjusting tables based on the world's magical presence 14:10 Determining how to dole magic items out
@bruncle_bob4582Ай бұрын
Not all heroes wear capes
@marcinwojcik1001Ай бұрын
I have a lot of magic items shops but they are usually filled with random crap - I love seeing what creative ideas my players have for using weird items. Items important for their build they usually get from the adventures
@jwmmitchАй бұрын
@@marcinwojcik1001 i have a rock gnome sorcerer that I'm trying to get my DM let him make all kinds of magical crap. 2 items I've thought of so far are a collapsing fire ring that casts Bonfire, and a shovel that can cast Mold Earth. I'm trying to think of other gnomey tinkery magic items that could be fun, but not really power increasing. One fun idea is the clockwork toy animal my Character can create working like a spell scroll. But since they only function for 24 hours unless repaired it can only cast the spell while in working order
@ranglemeАй бұрын
Nice video. Solutions that I've used: 1) The magic shops aren't even there. They exist in a pocket universe and only their door is visible on the plane the players come from. There is no escape. 2) No shops at all, every item - especially magical ones - must be quested for. 3) All items are family heirlooms - they gain powers as player characters gain levels. 4) Even the gods don't mess with magic item shops, as they are run by immortals with unlimited power. 5) Bounty Hunters - players who steal from a magic shop are marked and posted to network of bounty hunters who are much more powerful. I love heist adventures - but stealing from a magic shop would be 20th level+ kind of heist.
@dredgendorchadas6770Ай бұрын
For magic item shops, you could even do specialized shops. Say a bender only sells martial magic items or another with armor. It can allow you to sell higher rarity magic items without opening the whole can of worms.
@sleepinggiant4062Ай бұрын
What's needed to succeed is entirely dependent on what the DM chooses to throw at the party. They set the difficulty, and need to take the party's capabilities into consideration when designing encounters.
@michaeldejean3742Ай бұрын
Have you looked at the 2024 DMG? It literally has a checklist by level of how many magic items to give out now, plus it has far better crafting rules!
@camerongunn7906Ай бұрын
Modern D&D: "You don't need magic items to succeed. " 3.5e: "You'd better have your magic items, son, or you'll get TPK'd. In fact, you might get TPK'd anyway."
@Double_J_4862928 күн бұрын
rule of thumb: if the players are so desperate for treasure that they're taking time to scrape the gold-leaf off of every wall sconce they come across, it might be time to loosen the purse strings.
@vincentmiller9555Ай бұрын
I experimented with a few magic item systems and stumbled upon one that my players really enjoyed. They each got one or two story items that evolved with them by adding weapon feats (Ancestral Weapons supplement). This was the vehicle for delivering powerful upgrades or boons to players without breaking the balance. However, my loot goblins always ask for more. So I started handing out single use items that give them different advantages or encourage different combat mechanics. For example, my paladin had a 10th level sneak attack dagger that he could use in tandem with an Attack action to add 5d6 to any one attack. Most were improvised items off the top of my head such as a Healing potion dart the ranger could shoot at a downed player. Overall they looked forward to using them and would even find roleplay interactions for them too.
@theDMLairАй бұрын
if your players love it, you're doing something very right!!!
@jeebay5188Ай бұрын
As a GM and what works for my table include. 1) weapons can evolve in power with the character (with limits previously discussed) so the player gets something cool and unique to them. This is a little extra work and you can dole out the powers as needed. With time and practice you’ll get better. 2) I have magic item auctions, players are required to get a single auction license (pretty expensive) or a lifetime license with a yearly tax to continue using that license. If they forget or can’t get it renewed in time they buy a new one (rping is allowed to convince the official (or not) to make an exception.) Low lvl items are found in limited shops. 2a) if the pc’s auction something there’s a new license fee and a 10% tax on the money it sold for. The auction system allows you to burn pc’s money (for us, depending on the rarity of item there is a set # of rolls pc must pass in order to win) if they get the item there is a potential for a rivalry of the person they beat or lost to.
@MitchthisisАй бұрын
Holy cow Luke this was a FANTASTIC video. I took notes, you broke down the problem so simply, I still took notes, this is going to change a lot about how I run items in my high fantasy games
@israelmorales4249Ай бұрын
Great Video as Allways! About "Sting"....It was an "Orc Bane (+2d6 Against Orcs, a "+1" Ability), Glowing only when orcs are near (Divination Ability "+1") "Spider Bane" (+2d6 Against Spiders "+1" Ability) and the base "+1 of a magic sword"...the sword was at least a "+3 Value"...something about beteen 32,000 and 16,000 gp...well at lest that was in D&D 3.5 Edition and using the propper lore of TLOTR THX!
@andrewrichardson2466Ай бұрын
i get what your saying, but more so think those are just the enemies it was used on (with no distinct advantage) the incredibly rare light of elendil did the heavy lifting against shelob and orcs just got will powered out by sam and frodo (sam shall always be named before frodo). Just my thoughts
@israelmorales4249Ай бұрын
@andrewrichardson2466 in the book (the hobit) Elrond explains about the time when sting was forged, that and orchrist. It was in a war against orcs i can't explai a Lot because My Bad English but in the books the give this and more bacground about that sword the one of Gandalf and the one of thorin
@MJ-jd7rsАй бұрын
Also, Frodo wasn't really a 'combat' character, and while his adventure did see 'some' fighting, it was always background/secondary to the internal conflict. Using 'sting' even if you falsely assume it to be a plus 1 short sword as the example for what you should give to a combat party in dnd is a bit rediculous.
@andrewrichardson2466Ай бұрын
@@israelmorales4249yes, they have much history as elvish swords from the first age, named for their feats in battle. Not named because of innate powers associated with them. (Except the glow) Ultimately doesn’t matter. Still all fiction after all.
@JohnDunkelberg24 күн бұрын
@@andrewrichardson2466 In a recent "In Deep Geek" (highly recommended) it was suggested that Sting might have been the off-hand weapon of Glorfindel's, who fought sword and dagger when he slew a Balrog (and was in turn slain). While an eagle carried away his sword, nothing was said of his dagger, and that would put it at the same place and time as the other two swords in the Troll's possession. Just some fun speculation.
@WolfmanXDАй бұрын
I like the wishlist idea. I'm about to be starting up a campaign where all the magic items are crafted with rare items found across the world. This will help me determine what magic items they want and so I can pre generate the recipes for them.
@Brodo500Ай бұрын
Treat magic item shops like a brokerage. IE they dont keep the expensive items on premises instead their current owners have them. The shop just acts as contact point.
@JoshMacLeodАй бұрын
I have run them like high-end auctions for art in the past, so PCs end up in bidding wars for items. Both a fun way to use up coin and potentially later theft for an item they don't get :)
@Subject_KeterАй бұрын
Imo only truly powerful stuff deserves to be like that. A novice thaumaturge can make stuff then elves would slay nations for appearently. 😂 But if you truely want to make magical items worth it, make the items actually worth it over "1,000 gp for sword of slicing arms off"
@robozombie9026Ай бұрын
I love making my own magical items. My wife and I play a 1 player campaign and she wanted to convince a zombie that was attacking her stand down and be her ally. I had her roll persuasive with disadvantage and she rolls 2 Nat 20s. So she now has a dagger that can summon the zombie and any gear she puts on it stays with it.
@sirguy6678Ай бұрын
Excellent video! I met a guy in college who bragged that his home character had 12 magic swords - I could only imagine a goblin caddy carrying around a golf bag full of his many swords and making suggestions which sword he should use to kill the monster in the next room.
@rickershomesteadahobbyfarm3291Ай бұрын
One campaign that I play in, my character has 2 magic items. The 1st one was my characters great axe that he started with. He had no idea it was a magic item until he unlocked its power. The DM described it as changing into a battle axe and said it was a legendary weapon. It was a family heirloom. The 2nd item is a javelin of returning. And it rarely gets used anymore. My character is the Barbarian, and almost always right on top of the enemy. He also does more damage up close anyway.
@RyuuKageDesuАй бұрын
As for the last one, with the potions. I once had an enemy, who used potions, and every melee strike was accompanied with the sound of breaking glass. The group quickly changed tactics, and not all of the potions were destroyed. I didn't actually keep track of the potions on the enemy, and the reward was entirely based on tactical decisions, or lack of them.
@cerellitv2978Ай бұрын
If your players want to rob an item shop do an one-shot with Blades in the Dark. It's great fun if everyone is on board! This sets a very obvious barrier between the main game and this little "mini-game" we just had and makes it easier to talk about what the players actually want for a reward.
@DeefryАй бұрын
Forgotten Realms's Chosen of Mystra is such a good solution - high-level magic users that want to see the proliferation of the use of magic, tasked with planting items in dungeons for adventurers to find, and also a very powerful network you don't want to be on the wrong side of!
@michaelmuirhead910Ай бұрын
Good advice. Magic items can make or break a game.
@GMsGarageАй бұрын
I really don't understand this hate on magic items. The game is supposed to be fun, and you can always adjust the power level of monsters. I used to add a minimum of 50 HP to every monster to offset the benefit. Honestly, if you give out items, recognize the need to balance your game. But this kind of "DON'T GIVE OUT TOO MUCH, IT WILL BREAK YOUR GAME." Is more than a little ridiculous.
@jessicaalvis7063Ай бұрын
To me, it is a matter of what kind of game I want to run. I prefer low magic settings.
@TheLionVultureАй бұрын
I'll add in to your comment; a broken game can be just as fun. Gave my 1on1 player back in the day (no other party members to balance) a scroll with 5 recharging casts of orb of annihilation. (Charged 1 charge every 2 weeks in game; it hit 0 it was gone). Concern for losing it meant it was barely ever used in combat (a bit of weapon enchanting was more common). This allowed me to throw a named red dragon (thraxata) at him at level 3 as a solo player. Once the game is broken you can really start to have fun in that broken sandbox imo. Still to this day I am a big fan of give your players what they ask for. It's more important to balance the players; if the imbalance is between players and enemies you can fix it with a simple finger on the scale.
@Subject_KeterАй бұрын
Basically it from edgelords who cant handle fun and cant balance things. 😂 They can only follow what the book exactly say!?!?! 😂😂 For me, i love magic and making every item like artifacts and actual artifacts worthy of the title not "oh this orb is only used to recharge wands" Show a Thaumcraft Pickaxe of the Core to these people and they die. 😂
@Subject_KeterАй бұрын
I had a thought but I feel like dnd things are so "good" the people are purposing going out if their way to create issues to solve. 😂 Even if i wasnt a advocate for "get a paper and pencil and write it your own way" it just sad to see people literally demand to be led in a creative game. 😂 It just sad.
@OMGSAMCOPSEYАй бұрын
Depends on the tone your going for and your ability to improvise. Too many high powered magic items can break your game in the same way high level dnd stops feeling challenging. Once players can teleport their enemies into the sun fun encounter design really takes effort and if your solution is to offset the benefits by giving more hp, making your enemies immune to teleportation etc players might as well just not have the items, spells or abilities.
@zenonx1Ай бұрын
It’s also surprisingly easy to make magic items if you have the gold and downtime
@TabledarАй бұрын
I roll some random items to dot around that may or may not be useful as set dressing, but I also insert specifically targeted magic items in at narratively satisfying moments.
@joethecounselorАй бұрын
I actually numbered all of the magic items on Xanathar's pp140-145 comprehensive item list, assigned the total numbers available proportionally to the findable table on p. 135, and set up a proportional rolling system. Yes, I wrote in my Xanathars, but it was worth it. Now I just look at the CR of the encounter I want to give an item for, have them roll the appropriate die, and then reference the appropriate table, and roll again. This does require oddball dice (like a d34 for CR 5-10) but that's no problem for most VTTs.
@DeltaDemon1Ай бұрын
The biggest problem with magic items it that they often end up partially defining a character which means it's the DM who, at least partially, created the character. A character should be, as much as possible, the product of the player. Therefore, magic items should be sparingly handed out and most items should have been used by the enemy so that it's not a freebie. The players must earn said magic item.
@theDMLairАй бұрын
that's a great point!
@ralphwoodruff11 күн бұрын
I’ve started making more powerful items (which are fun) but incorporated a dice roll to determine whether the item malfunctions or breaks. Essentially, the more powerful the item in my world, the more likely the chance for failure occurs. The chance of failure (and potential side effects) makes the item more desirable to conserve for last ditch effort.
@georgelaiacona111Ай бұрын
Good video. My take: no magic shops. Low-powered potions are probably available at an apothecary, at best. If your Rogue manages to find magic items on the Black Market, they are likely stolen. Magic items are found in lairs and deep in dungeons so that characters must go adventuring. Most magic items are unique items. I.e., there is only ONE Bag of Holding or ONE Goggles of Night. Magic weapons are different. Wizards may be able to purchase scrolls from other mages (who are rare as it's a special, time-consuming talent,) but they will be exorbitantly priced. Selling items will certainly attract attention, likely of the aforementioned Rogues. These are special things and need to be a remarkable, memorable find. And enemies will definitely be using magic items against the players. Thanks for this.
@metagames.errata7777Ай бұрын
Luke, I'm not subscribed. I'm simply only interested in some things that you put out, and so far YT's algorithm seems to be pretty reliable at figuring out what I want to see. So here's a like and comment to help boost you. I hear those work better anyway.
@stuartriddell246122 күн бұрын
I run a low magic setting. There are no magic shops, though random merchants will buy items (for a very low price), and I have the occasional merchant have a low tier item available (for a VERY high price). Players need to seek out wizards or collectors, and these people will, almost exclusively, only TRADE magic items for other magic items (they don't want to lessen their collection). Item's with an interesting history or from an exotic/ancient civilisation are worth more than the "power" of an item. Identify spells will inform a player of what an item does, but not give any other information, so the players need to research items to determine how much a collector will value an item. I have collectors spread all over the kingdoms, each with their own area of special interest. I will give you an example of a trade I had with one of my players. (I changed the stats to D&D terms.) The player had a ring (+2 arcana) that was worn by a famous wizard named Magnus over 1000 years ago. The player wanted a sword (Bringer of True Death, +1 longsword, +3 vs undead) that was forged only 20 years ago, and had never been used by anyone of note. The collector agreed to the trade without hesitation, as his area of interest was the Order of wizards to which Magnus belonged. The players travelled for 3 weeks to meet this specific collector. This was a mini adventure by itself, and the players loved it.
@andrewrichardson2466Ай бұрын
i tend to run shorter campaigns with quick leveling. not for everyone but my group seems to keep coming back. Ive chosen to talk with each player at character creation what they want to focus on (i.e. ranger wants to be companion based) then create/find one magic item that fits their specific character want. (ranger got a +1 bow that applies a hunters mark which also increases their companions damage). Dish these items out during the early stages. Then going into "late game" just provide utility to help them overcome future obsticales. "tanky healer paladin" gets shield that allows smite to heal a nearby ally instead of deal extra damage to target (he still wants to damage option). IDK works for us, but does take homebrew work on my end.
@raven_glassАй бұрын
How do you distinguish between minor and major items, especially those from non-official modules?
@theDMLairАй бұрын
probably a gut check. does this feel powerful? maybe also cross reference with the tables WOTC mentions to see if an item not on those tables aligns more with a minor item or a major item
@xisle555Ай бұрын
In my current campaign, Dragon of Icespire Peak + supplements, I took Bob the World Builders suggestion of mashing it and LMoPhandelver together. When the players encounter the Spectator, it is determined to craft something. The war cleric remembers he has smithing and volunteers. The spectator demands a sacrifice to the Green Flame Brazier. Open ended suggestion, they start burning the common magic items they got from Gnomenguard (I awarded a common-uncommon magic item of choice for clearing the mimics there). Fine until, the clerics best friend touches the GFBrazier and loses more than half her hp. Players have only given 2 common magic items and the flame really grew as hp were sacrificed, so the same player touches it again, fails the save with a nat 1, and dies. War Cleric turns the magic mace found there (commissioned by priests of Lathander long ago) into a Maul of Disruption with the moral choice to keep and empower more bonuses into the Maul (tbd), or revive his dead comrade. He agonizes the choice but revives his comrade. They were only able to do this because of help from the immortal aberration, the Spectator, which escapes. Afterwards they still decide to take the GFBrazier to Gnomenguard which, they don't know, has a wild magic ley line running through it, as per the book. More fun times to come.
@g0mikeseАй бұрын
I have a rogue in my game who asks to take everything not nailed to the floor. If the item is nailed to the floor he tries to take it anyway and asks how many nails, how hard are they to remove, etc. This is to the point that I had an enemy with a tattoo showing allegiance to a big bad guy, the rogue literally wanted to cut the tattoo out of the dead enemy's skin and kept track of it and tried to present it to people like it was some sort of key item. He never took effort to preserve the flap of skin, so it started to rot. This did not deter him. In caves with glowing mushrooms to provide illumination? He would like to take them all, he wants to know if they're edible, he wants to try selling them in the next town. Drives me nuts. I do not have magic item shops in my game that keep stock. The shops exist, but they take orders and make the items to order. My rogue still tries to find out about when items the shop are making for NPCs will be completed so he can attempt to steal them. The rest of the party wants to kill him sometimes.
@ChadHensleyАй бұрын
My current group decided to try to run Keys from the Golden Vault as an adventure with some sidequests sprinkled in between heists. The problem with that is the Golden Vault literally throws magic items at the party. I've been able to make necessary adjustments but it was definitely the first time that I had experienced magic item bloat. We have now moved away from the Golden Vault as the primary backbone of the adventure and I have begun running my first fully homebrewed world. Definitely still offering the Golden Vault options but they are passing by them to find out details about the world I created. Because I am homebrewing it is allowing me to adjust for the magic items they do have and I am finally having fun again.
@Aichi1138Ай бұрын
I have to contest your take on the one ring, its a power multiplier, Taking base abilities and expanding them to their maximum, Hobits who are naturally stealthy and a hearty, vital people this becomes invisibility (or rather minor plane shifting) and Long life In the hands of a man dwarf elf or Maiar the one ring becomes VASTLY more dangerous
@theDMLairАй бұрын
but still not powerful compared to magic items you can get in dnd
@Aichi1138Ай бұрын
@theDMLair depends on how you interpret it, If you interpret it as "Treat characters highest attribute as x3,4,5 it's standard unmodified level" It could be getting up there with some of the nastiest artifacts in DnD and it can benefit ANY class that gets ahold of it
@jennycox4463Ай бұрын
I once was running a game and decided that in that world, magic items would be pretty hard to come by, but developed a mechanic to get particular items they might want via quests, not shopping. I explained this to the group. One of the less experienced players needed it explained again, which was fine, and then one of the more experienced players just chirped up "or you could just go to the magic shop!" After I'd just explained there were no magic shops. That more experienced player was my (now former) fiance. I was not best pleased.
@DellikkilleDАй бұрын
he was right. deciding magic item stores dont exist in a universe where such items exist is, frankly a weird take.
@jennycox4463Ай бұрын
@ I take it you didn’t watch the video. That world HAD magic items, but they were rare and hard to obtain. Also I was running a drop-in game, with a one-session adventure each week and a different party every time, so it was important to keep balance between players.
@DellikkilleDАй бұрын
@@jennycox4463 Everything you just said makes it more important to have access to the basics universal. If you want to play non magic, there are a ton of systems that support that. dnd isnt really one.
@jennycox4463Ай бұрын
@ Just because something exists in a world doesn’t mean it’s a “basic universal”. There are lots of things that exist IRL but aren’t in shops.
@DellikkilleDАй бұрын
@@jennycox4463 Im not saying *everything* should be availble in the stores, and if that was your takeaway, I apologize, but common/uncommon items? Yes. If you want to limit them, you can make them more pricey I guess, although honestly that seems like a lot of effort to take fun away from the game.
@murgel2006Ай бұрын
The game system I use differs a bit from D&D. So some things might not be translatable. For example, most healing potions are magical to some extent but only in so far as they greatly enhance healing done over time. Also, there is no short or long rest thus healing takes time and the potions just speed it up. Magical weapons are really rare but weapons can be made to such qualities that they deal more damage, rarely break or even can hurt certain beings due to their materials and or craftsmanship. However, some techniques and spells allow a caster to adhere to some magical properties or even spells to material things for a restricted time. Examples would be a coat that is waterproof for a day ONCE a stone that will warm up in your pocket for a few hours maybe even 2-3 times, or a shield that will withstand dragonfire for one battle.
@Dragonspassage29 күн бұрын
I think you drastically underestimate how often banks get robbed. It's a lot more often than people think.
@carumsareneАй бұрын
In Tasha's Cauldron of Everything, there is a series of Magic Items that are shards of other realms, items exclusive to Sorcerer use. Each one has the same cookie cutter concept. A strong ability triggered on Metamagic that you get to use once per day, unless you're a specific type of Sorcerer, to which it's limitless. The issue is when you have coffeelocks. My character uses the Feywild Shard, allowing her to use Wild Surges as her main form of offense rather than spellcasting.
@rickershomesteadahobbyfarm3291Ай бұрын
My DM will put anything in the shop. And it’s available if you can afford it. We’ve actually put money together to buy something for a specific player before. We are all broke, but we get what we want.
@GeraldKatzАй бұрын
I remember early 5E where DMs boasted of not having any magic items at all in their games. They misinterpreted what 5E meant. Yes, you don't need magic items to remain a viable character from level 1 to 20, but what they meant was you don't need any specific magic item. In 3E you needed items to boost ability scores and saving throws and weapons with pluses. In 5E such items are nice to have, but by game math you don't need them. You don't need gauntlets of ogre power. You don't need a weapon +2. You don't need a cloak of resistance. However, the game never meant to say never give PCs any magic items of any kind whatsoever. Magic items were always part of 5E and were always meant to be given to PCs. A PC can have a cloak of protection. A PC can have a weapon +2 (agreed not at level 5). The game will work fine.
@cha0sunityАй бұрын
I run an eberron campaign using PF2 as the rules. I tell my players if you are in sharn, and the item is level 4 or below, you can find it. 5-10, you need a day or 2 to locate a vendor. above 10, you're going on a quest after you spend time to locate where it potentially might be. Also, my gripe with PF2 is the assumption that you MUST give certain items at certain levels or the characters will be under powered. If I start another PF2 campaign I'm using the optional GM rules for leveling without runes, so that the players get the needed stat buffs at the level they need it and i'm more free to give the fun items rather than the +XYZ stat items.
@theDMLairАй бұрын
also running eberron using PF2e rules. i have a similar rule. basically if an item is party level or under, they can buy it. if the item is over their level, it's harder to find or costs more; I forget exactly, woiuld have to consult my notes. but I agree...I don't like the assumption that players must get certain amounts of items to stay competative. that and that most of the items just seem super underwhelming (as do spells for that matter).
@cha0sunityАй бұрын
@@theDMLair Yes, the lack of interesting magic items is also an issue. I've started making my own, or porting them from other games. Honestly, as long as they don't break the +/-10 system most things should work.
@princesskanuta3870Ай бұрын
Great video!!
@MonkeyJedi99Ай бұрын
The best magic item shop has nothing above common items on hand, and the rest of their stock is presented in a catalog. They put 10 to 50% down (and showing that they can afford the agreed price) and a courier will show up in a couple of hours with the item, when the rest of the payment is due.
@lucasterableАй бұрын
Ok, where can I get that t-shirt?
@bsabruzzo28 күн бұрын
I tried to treat most magic items in my games like technology in the real world free 1990. Like cell phones in the early 1980s, not only are they rare but they are very expensive so few people have them and they were extremely expensive to use. A telegraph in the 1800s would be the equivalent, they were not in each home, just in the sheriff's office in the local town hall. People know of their use, and they probably could use them if they weren't luddites or scared of technology, but they would not actually have full access to them and would have to go to a specialist in order to send a message.
@LordOz3Ай бұрын
Even in my (relatively) high magic not-Spelljammer campaign, I don't have magic shops. I do have craftsfolk who may deal in the low end of magic items related to their craft - typically +1 gear and common/uncommon utility items and potions.
@brianphillips7696Ай бұрын
Magic shops are often associated with guilds and nobles. Big trouble if you mess with them. In my worlds such shops that have anything more than simple potions or scrolls are very rare.
@darkwarrior03352Ай бұрын
If I had to pick what level of magic I like the best in a world, it would be Low. I love playing spellcasters, but the thing I love about magic so much is that it is mysterious and often feared by those who don't understand it; in High-magic worlds where magic is everywhere and is expected, it just doesn't feel as special. And for character creation, a Low-magic world is better because martial classes garner more respect. In a Low-magic world, choosing a martial class means taking on the roll as the face of the party in social aspects, as the average person can respect a good fighter, and will be more likely to forge an alliance with one, as opposed to a warlock with jars of eyeballs strapped to their waste for example; whereas in a High-magic world, magic-users are the norm, and if you aren't one, you're _boring_! This is one of the reasons why warlocks are my favourite class to play, because it seems like even in High-magic societies, warlocks still retain that dark and mysterious, occult witchcraft feel.
@svartahaxa4263Ай бұрын
Robbing the magic shop is an easy way to end up cursed with a -8 to every roll.
@camerongunn7906Ай бұрын
Exactly! Not only that, but the party is going to rob a super powerful and connected wizard(s)? Sounds like a really bad idea.
@svartahaxa4263Ай бұрын
@@camerongunn7906 It occurred to me that I could just give the cursed player a D12 and tell them that this is their new D20.
@theDMLairАй бұрын
yes, so true. "sure, you rob the magic shop" a few days later: powerful wizard cabal is after the group.
@SamLabbatoАй бұрын
Nothing sucks more than when you notice a party member is falling behind in combat viability, so you toss them the perfect magic item for their build, but then the rest of the party decides that the already OP character should use it instead. also, I did a magic shop that had common and uncommon readily available, rare on a DC 25 percentile, very rare on a DC 50, and legendary on a DC 75. once somebody rolled to see if the shop had something and failed, I'd mark down the shop didn't have something. that being said, the party did IMMEDIATELY rob it, and two nat 20s later, they stole the display items I had chosen to put in the windows and display cases of the shop, which were just two rare items. They then framed it on a past PC's character and they're still in prison for their crimes. also, the blood fury tattoo is some BS artifact level magic item. and screw the designer that decided it should only be worth like 200gp if found in a shop. that one really bit me in the ass when I decided to follow raw. blood fury tattoo is WAY too overtuned, even for a legendary item. and 10 charges is just insane. my monk never runs out of charges with it before the next long rest. heck, my monk started NOT using it just cause he pitied my encounters, but when he does decide to use it, it so wildly imbalances him, it pretty much just auto-wins him the encounter. He's literally saved it as a sort of "god-mode" or "now i'm getting serious" which just really sucks any time i'm trying to make the tone serious, cause if he's not using it, then now we know his character isn't taking the fight seriously or isn't having to try very hard, but then when he does use it, the boss is dead before his second turn.
@Gaming4ever-pd7jvАй бұрын
What age of Dragonlance do you see as low fantasy? I don't see SoTSQ as low fantasy.
@happychap8457Ай бұрын
i generally have at least one magic item vendor, but its mostly random fun stuff. invisibility pill that expired, only turn your clothes invisible. party hat that shouts 'party' and plays music. players sometimes come up with good uses for my nonsense.
@Spikeba1111 күн бұрын
Having the monsters use copies of the consumable loot without being able to access the loot ones is good advice. I'm glad to see a D&D player admit D&D is not balanced, soo many adamantly insist it is highly balanced.
@Dreamfox-df6bgАй бұрын
For 10 years I have been hearing how much better D&D 5E is, but no one tried to tell me why. Thank you for telling me more than anyone has before in the first 5 minutes of your video than anyone. And for making me understand why I never got into 5E. I just couldn't understand it. Now I do a little better, but that doesn't entice me for two reasons. One, I've got 10 frustrating years behind me. And two, I'm not sure I want to play an unbalanced game where the GM has to keep on his toes more than before so he doesn't cause a TPK by accident.
@theDMLairАй бұрын
dnd 5e is not for everyone. there are a wide variety of ttrpgs out there, and many folks will like other systems far more. currently, I'm really enjoying Shadowdark.
@Dreamfox-df6bgАй бұрын
@@theDMLair Every ttrpg is not for everyone. D&D stopped being for me with the 4th edition. But because I have played D&D for a long time people that ignored 4th edition are back with the 5th, though only after Baldur's Gate 3. And it's quite possible that if someone explained it to me instead of the 'it's simpler', 'it's better' tirade I might have found my way in.
@jonhaynie1987Ай бұрын
What about in Shadowdark? I feel like it's much more inherently lower magic than 5e, but it's not as concerned with balance either.
@theDMLairАй бұрын
Yes, agreed on both points. lower magic and not very balanced. And tons of fun!
@jonhaynie1987Ай бұрын
@theDMLair but who needs balance? Life isn't balanced! Different people are good at different things. That's why even high-level adventurers need a party to adventure with.
@jonhaynie1987Ай бұрын
@theDMLair I haven't actually run a Shadowdark session yet but I've read through the rules and am looking forward to it! Will you come out with any videos about with tips and tricks to GM Shadowdark? Especially for those coming over from 5e?
@RIVERSRPGChannelАй бұрын
Good information Long time DM but first time 5e DM.
@JMcMillenАй бұрын
I could see there being magic supply shops, that carry things caster need, that might have the occasional magic item available for sale. Or maybe even the local blacksmith has a "special" item for sale. I just wouldn't let it sit there forever and if the characters didn't try to buy them right away, someone else might have purchased it when they come back. The item is probably not on the premises and the proprietor will have to arrange a meeting with those interested in purchasing the item. Probably in a public setting with plenty of witnesses in case the PC's have any funny ideas. Also, you could also have shops sell useless magic items like the Bagpipes of Invisibility.
@nebulousnoah3913Ай бұрын
2024 DMG talks about how the new balance system actually assumes the party will have some magic items, normally small buff ones, but still magic items.
@KaineVillanteАй бұрын
Ya i often asked myself why Strahd doesn't go into his crypt and grab Khazans staff of power. Then magically call his animated armor to him like iron man and suit up. I like how you think Luke! 14:46
@theDMLairАй бұрын
Yeah...or collect all the powerful artifacts himself so that heroes can't collect them.
@GeryonMАй бұрын
9:56 I would not classify Dragonlance as a low magic system. Yes every commoner doesn't have a +1 sword to weird but there are 3 acceptable schools of magic, clerics that can do miracles and the Gods walk among the people. Dark Sun would have been a better example as only one type of magic is acceptable and it is difficult to do.
@zimbo1974Ай бұрын
Well Luke, I've always been a strong advocate to design custom items for every group/campaign. But I tend NOT to use 5e, 'cos we mostly use a homebrew-system. So I don't care that much about theses issues - they simply don't come up.
@MJ-jd7rsАй бұрын
WOTC: Magic items isn't a requirement in 5e. My last game, DM pulled the "you lose your magic items for a time", card (cringe) My group has exactly 2 players that can do 'magical damage' naturally and 3 that don't. A fight with two amber golems (immune to non-magical damage) took almost 2 freaking hours and was a GRINDFEST. Had the monk been a fighter instead, we never would have won. Tell me more than they're not a requirement. That the system is 'ballanced' to not have magic items. I CALL BULL! There is NO PROMISE you will have a group capabable of doing magical damage, you might have a party of fighters/barbs/rogues. You might have a caster that only has healing magic, or you might only have a ranger that does 1d6 magic damage with hunter's mark. Yet there are plenty of creatures flat out immune to non-magical damage. "Ballanced."
@theDMLairАй бұрын
Yep, most things in the book should be taken with a grain of salt. the the book saying "magic items aren't required" isn't an exception. though i'm sure the argument would be that "technically" they aren't required, and that a 2 hour grindfest might be fun for some groups...
@goliathclericАй бұрын
The fact that immunity to non-magical damage is not the single most powerful ability a monster can have is a clear sign that players are expected to have magic items. Were that immunity limited to CR 20+ creatures, then perhaps the claim would hold water... but there are creatures with CRs as low as 1 and 2 that have it.
@DarkwintreАй бұрын
Change them to resistant instead
@sleepinggiant4062Ай бұрын
This all depends on the choice the DM made to have you face monsters that are immune to magic. The DM sets the difficulty level. You saw magic items as the answer, but the correct answer is the DM being good at designing encounters and knowing the party's capabilities. Let your DM know what you find fun (or not fun, as in the case of an excessively long drawn out combat).
@backonlazer791Ай бұрын
Were those the amber golems in Curse of Strahd? While the party I ran it to did have access to magic weapons, they also managed to tip a giant statue onto one of the golems dealing massive damage. The again, they were only able to do that with the aid of Transmute Rock to mud so with limited magic I could see it being a problem.
@liamcage7208Ай бұрын
No Magic Item shops. Instead; mysterious wandering merchants that appear with their cart of goods and are gone the next day. They only sell consumable items or very low level things. Even a magic sword can be a comsumable item ie; +3 sword loses a +1 bonus each day it is used until it is a plain sword again (or shatters). My players are used to that sort of thing so I get no push back for it. They still get real magic weapons but less frequently making them truely valuable. By 7th level everyone is rocking a magic item just not a bag of holding full of stuff no one can even remember they have.
@KaineVillanteАй бұрын
One recommendation for high magic make silver the standard for all crafting and spellcasting costs 12:08 thats where you replace GP with SP for all listed costs. Don't do this for equipment though
@LordDanyАй бұрын
I have outlawd wizards on my high Magic world in a certain location
@steveleavell114Ай бұрын
My impression on 5th edition is no room for lazy DMs. If a DM places a magic item, not understanding the impact, they deserve what happens. Back in the 90s in an issue of Dragon magazine there was an article about using unusual but useful non magic items as an alternative. Things like a camo cloak ect.
@theDMLairАй бұрын
I agree that dnd 5e is probably best for more experienced GMs. I would recommend a more rules light ttrpg as an entry point for new GMs. Shadowdark perhaps.
@blakenelson4158Ай бұрын
the 2024 dmg also give you a list of how many and how powerful items.
@theDMLairАй бұрын
yes, seems to be much improved!
@PobafettАй бұрын
There’s so many monsters whose resistance to damage is negated by magical weapons, I’m really reluctant to give my players any magical weapons. It just flips a switch that turns them into being able to kill anything, even at low levels.
@suzievandyk6593Ай бұрын
@@Pobafett go with magical items rather than weapons and introduce the weapons into the last %25-%35 of the campaign
@darrenmchaffie553Ай бұрын
I prefer to give ouit a couple of tailored low level items or one more powerful item. And the more powerful having a really nasty catch if abused.
@dahelmang21 күн бұрын
Maybe the magic item shop is jst an illusion so there is nothing there to steal. Your payment is teleported to the shop owner and he teleports the item to the customer.
@anthonyrenli8740Ай бұрын
Magic Item Shops - My rule is that 'Sure, they exist, but they cater to the most common customers...i.e. non-adventurers' While they might have a few 'uncommon' items or perhaps even rare items , the BULK of what they'll have would be what they can sell to the local merchants and business owners. "I'm sorry, we don't have a flame tongue sword, but we've got this enchanted desktop that glows red if someone attempts to pass of fake coins." or "No, we don't have a broom of flying, but we have this broom of sweeping. Say the command word and it will sweep the floor and clear out any cobwebs in the room you're in...." Yeah, adventurers might come in a few times a year to buy big ticket items...but week in, week out they'll make their money to keep their shop running selling magic equivalents of Rogaine, Viagra, and kitchen gadgets.
@Subject_KeterАй бұрын
I think that more reasonable then "Why would a shop ever have such a divine artifact of +1 sword" and "you need to travel to the Elemental Plane of water and talk to "BoB""
@KaineVillanteАй бұрын
D&d needs to make more monsters that have weaknesses and immunities
@jessicaalvis7063Ай бұрын
If the players rob a magic item shop then they are dead. If one individual has so many magic items, then he must be exceptionally powerful.
@Subject_KeterАй бұрын
I dont think having 4 cap of breathing is going to overthrow the kingdom. Get a real powerful item like a Axe of the Stream or something.
@jediprotector216Ай бұрын
Pathfinder and D&D's magic items are very different. Mundane magic items can make your world feel boring if applied wrong. Fizban's allowed players to Monster Hunter certain wyrms for their unique properties. At my own table, I literally banned adamantine armors due to its unique crit denying applications. With PF2, I'm able to curate magic items my players buy. Certain items could be identified, while some use alternate ways to identify.
@theDMLairАй бұрын
yeah, I hate adamantine armor. :D
@thecartoonrobotАй бұрын
Someday I’m at going to come to this channel and there will be a video that doesn’t come at it’s subject from a negative “here is what’s wrong with everything in this game that is supposed to be fun” perspective and die of shock.
@theDMLairАй бұрын
wouldn't want you to die, though, now would we?
@guamaeКүн бұрын
The thing that bugs me the most about the "rarity" system in 5e, is that it doesn't distinguish between consumables, and permanent items. I'd generally prefer an "uncommon" Wand of Magic Missiles, that will last the rest of the campaign, to a "legendary" Potion of Storm Giant Strength, that will last for an hour...
@LuizCesarFariaLCАй бұрын
Great introduction! 😂
@theDMLairАй бұрын
thanks! :D
@james-cz4xxАй бұрын
All items are cursed until purchased or items must be ordered and created after payment
@ChocogrimmАй бұрын
15:29 there's one player I play with and GM for who every time they see a bad guy drink a potion they always yell, "my loot!" Haha
@theDMLairАй бұрын
oh yeah, that's the best. lol
@KubeJC25 күн бұрын
Your pronunciation of mr Andrzej Sapkowski was not bad. For record polish W is english V.
@Kirinboy39Ай бұрын
This video came at a great time, as I am reading the Storm King's Thunder, and their reward systems are kind of bizarre at times. Never mind referring to the tables, but the rewards sometimes don't seem to match. Example, there was a quest involving helping an acolyte, who turns out to be a former noble, and she was happy to give you her share of her inheritance as thanks. It will involve bringing her necklace back to her former home, showing it to the steward, and the GM then roll 2 items from a loot table. All seems fine, except most of that table are just potions, and the amount of work involved just seem so underwhelming for all that work.
@theDMLairАй бұрын
awesome, happy to nail the timing!
@Doodle1776Ай бұрын
My first two campaigns had magic items shops. Afterward, I tossed that out and everyone afterward "magic shops" were only in big cities and only carried spell components and sometimes had some small item or two for sale that was sold to the guy running it by an adventurer. A large magic shop will also sell potions because they have the space to make them on-site with the components. Otherwise most magic shops now in my games as small and look more like a druggist. With jars of components on the shelves and nothing more. Though I am far more of a fan of Sword & Sorcery fantasy like Conan and I dislike the high magic, high fantasy stuff that 5e encourages.
@roberthradek7100Ай бұрын
I'm ok with giving overpowered magic items, as long as they are limited use. I really hate that they took away any resource management by making wands automatically recharge.
@theDMLairАй бұрын
yeah, same here
@matthewhamlin392Ай бұрын
😂, Luke thinking 2 books is all we need. What i want is a book of playable characters.
@badmojo077722 күн бұрын
The new CR systme looks much improve, dht emonsters look to be buffed up on top of the CR systme skewing towars removing the multipier
@aqacefanАй бұрын
9:13 A close approximation of his name would be "AHN-dreh-zhey Sahp-KOFF-shki"... Polish speakers, please give that a nudge 😉
@calebparks3359Ай бұрын
Meanwhile min-maxers just be crafting their own magic items during every short rest/downtime at the mere cost of some materials, time, and prof in arcana and tinker's tools. 👀
@theDMLairАй бұрын
if there is enough downtime in the game and no ticking clocks on adventures/other stuff happening in the world, yes, 100%
@tscoffАй бұрын
I love giving out limited use magic items that don’t recharge. Potions being one example. I’ll give any PC a legendary potion! Why? It will only ruin one encounter if I goofed when I picked it to give out!
@cn_frogАй бұрын
I give them out.... If those players would check the bottom of their bags of holding they'll find the horde of treasure they've been collecting and forgetting about and whining that I don't give them anything....
@williamgordon5443Ай бұрын
Just have your magic shop staffed with just an old guy snd his 7 canaries.
@theDMLairАй бұрын
yeah.... lol :D :D :D
@simontmnАй бұрын
WoTC published 5e adventures tend to be pretty much devoid of items and even loot. My players hated Princes of the Apocalypse having practically no loot.
@theDMLairАй бұрын
interesting. i haven't read many of the 5e modules.
@simontmnАй бұрын
@@theDMLair You've not missed much! :)
@KaineVillanteАй бұрын
Ya welcome to faerune where commoners have +1 daggers 8:41
@vampyresmiles713Ай бұрын
Sorry to be That Guy a little bit, but i dont think you understand the One Ring. Turning you invisible is what it does for Hobbits. Its effects depend on the strengths or powers the wearer has inherently and increases those. If Aragorn, or any of the main elves, or Gandalf had worn it, they might have had the power to become the new dark lord/lady. For a while at least. If the average nerd wore it, they might gain knowledge of all lore for any franchise they'd ever argue about online. If a gym bro wore it he might become the strongest person to ever exist. If i wore it, it would somehow make me able to procrastinate writing my book even harder. It can be a powerful tool or weapon, but only if the person wearing it is already somehow exceptional. But then it corrupts your soul so you know, you win some you lose some.
@g80gztАй бұрын
If this is just "Reading out the segment and handholding any critical thought" - the video I'm going to be mad I'm mad
@theDMLairАй бұрын
i'm always mad. welcome to the party.
@nogum9763Ай бұрын
Outside of Hoards, or scripted finds, i let my players roll a d20 for everything they kill, if they roll a 20 they will find a random maagic item, if the enemies were of lower than cr1, they get 1 d20 for every cumulative cr1