5 Things the DM Should Hand Out [Archive] - Wizards Community

Post/Author/DateTimePost
Sigma34561

12-03-07, 02:08 PM
My group is starting a new campaign, and to save myself a lot of trouble, I'm slipping in a few magic items to save myself a lot of trouble.

Wand of Cure Light Wounds
Staves off rest for a few encounters!

Artificers Monocle (MIC)
It allows an artificer or someone with detect magic and 5 ranks in Arcanna to figure out the properties of a magic item.
Identify takes forever, and you dont have to say
"You find a shiny suit of chainmal"
or
"The well made shortsword seems to have resisted corrosion in the dungeon {wink}"

Tome of Worldly Knowledge (MIC)
I actually call this the Tome of Forgotten Knowledge. The description suggests that it merely reminds you of things you have forgotten. It gives a boost to knowledge checks a few times a day, which is helpful when the characters are missing important information. Also if the players forget something, it gives me an out! Instead of just telling them again, I can say that if they forgot it, perhaps they should check the book to see if its in there. It actually encourages them to remember, because they can only do it a few times a day.

Those are three things that make my job easier as a DM, the other two are up to you guys.
Hsien

12-03-07, 03:06 PM
1: Wand/ Cure Light...I'll go for that if there is no heavy healer
I'm assuming it's a fresh lvl 1 group...otherwise make them buy thier own.

2: Monocle...only if it worked while item was being held/worn in whatever item slot it is required to function normally
This still gives a concern over possible cursed items.

Want to know the armor's base enhancements, then put it on;
a: Bob!!! That thing is +1 with Med Fortification, sweet!
b: Ummmm Bob, can you take that off? Crude, I didn't think you'd be able to. I got bad news Bob.....

3: Tome of WK; I'll go for that....my party really needed that last month, so we now have a new campaign.

I'm stuck so I'm going for....
4: Challenges
5: Good Times
Malchius

12-03-07, 04:14 PM
6: Gnome Submersibles for all:evillaugh :dancin:

or more seriously,

7: Blessed Bandages, a bit of gold(affordable at 1st level), instant stabilization, everyone in the party should have atleast 4 of these.
Dog_O_War

12-03-07, 04:38 PM
My group is starting a new campaign, and to save myself a lot of trouble, I'm slipping in a few magic items to save myself a lot of trouble.

Wand of Cure Light Wounds
Staves off rest for a few encounters!

Artificers Monocle (MIC)
It allows an artificer or someone with detect magic and 5 ranks in Arcanna to figure out the properties of a magic item.
Identify takes forever, and you dont have to say
"You find a shiny suit of chainmal"
or
"The well made shortsword seems to have resisted corrosion in the dungeon {wink}"

Tome of Worldly Knowledge (MIC)
I actually call this the Tome of Forgotten Knowledge. The description suggests that it merely reminds you of things you have forgotten. It gives a boost to knowledge checks a few times a day, which is helpful when the characters are missing important information. Also if the players forget something, it gives me an out! Instead of just telling them again, I can say that if they forgot it, perhaps they should check the book to see if its in there. It actually encourages them to remember, because they can only do it a few times a day.

Those are three things that make my job easier as a DM, the other two are up to you guys.

I don't think the DM should "hand out" any of that stuff. It (IMO) takes the challenge away from the game.

"Oh no, we are hurt again. Pass around the wand."

"My scouter indicates this is a +1 sword of blandness."

"Oh man, how will we ever defeat this trap of doom that our DM told us all about but we were goobers and did not write anything down?! If only there was some kind of tome-like soother for us to suckle apon when we can't figure something out..."


I don't mean to sound like some online joy-stealer, all full of negative sentiment, but to me the game blew dead fiendish zombie-goats when we were just "given" those things. There was no element of discovery, danger, or penalty when we couldn't figure something out. It was just like in school where they pushed you up to the next grade regardless.


The only 5 things I think the DM should hand out are;

1: EXP. for a job well done.

2: fantastic treasures for those players willing to go "the distance".

3: campaign setting and house rules in some type of booklet.

4: a slap for those players that thrive on being silly in a serious game. The reverse of this is true also.

5: new character sheets for when a player dies.
mvincent

12-03-07, 06:30 PM
Wand of Cure Light WoundsYup. A must. Heck, at all levels I don't even have them keep track of charges anymore. I just automatically assume they have several wands, and heal up between battles. I deduct the estimated amount from their final loot list at the end of the session (estimate: 1 charge = 15 gp = 5 hp healed)

Those are three things that make my job easier as a DM, the other two are up to you guys.1) Excel: I keep track of XP and loot in a spreadsheet. Players can tell what their current level is, and how much they have to spend, but otherwise don't have to do much number crunching. Character sheets are also kept in auto-calculating Excel sheets (making character generation and updating much easier).

2) Yahoo group: maintains communication within the group, and keeps files (XP/loot list, character sheets, maps, handouts, house rules, etc.) in order and easily accessable.

3) Pizza: 2-for-1 coupons means I can have pizza delivered with minimal fuss or cost. For those with jobs (i.e. more concerned with time than money); it's a big time-saver to simply provide it free to the players.

4) Map: giving the players a map of the entire dungeon can make life much easier, and it doesn't usually reveal as much as one would think (especially if your players are good at keeping player information separate from character information).
ToastedAmphibian

12-04-07, 12:06 AM
1. sitting area
2. play area
3. tap water (Or access to such)
4. bathroom facilites (Or access to such)
5. a campagin
BarivusTheFearless

12-04-07, 12:52 AM
my current build in the works for L1s:

the PCs' fathers donate a shortsword, leather armor, backpack, bedroll, three days rations, and some gold pieces to their first journey to go and find themselves or some bs
Z3N

12-04-07, 01:06 AM
I wouldn't hand out any of those things, if you are always fully healed then there is never any suspense, if you always have a book to tell you what you need to know, you can just forget, it's not so bad if PC's forget the path they should follow.
Grizzled Gryphon

12-04-07, 10:05 AM
Hmm, instead of a wand of cure light, maybe one of those eternal wands of cure light wounds? Instead of them never really caring about being hurt, as they have 50 charges of cure light handy, they have only a few, but it refreshes every day. So, there is still an element of danger of dying.

I only suggest this as you are giving out free healing. I would never do it. It really lowers the impact of injuries at lower levels. That is basically the only time when that is a big thing. Later in levels, characters tend to have a large amount of hit points, so being hurt loses its effect to some degree.

I don't see any real problem with the tome. I would say that having the "free" identify is bad, but you can do it with the Dragon Fire Adept, so why not?
mato_hibiki

12-04-07, 10:58 AM
I'd lean more towards that jar of healing salve from the tome of battle no wait... It was that little warbook... Crap, I can't remember. It's official WotC stuff though, I just can't- HEROS OF BATTLE! I'm sure that was it!

Anyways, it's a little pot of goo, and it either can be used in small, clw style dollops, or you could use several in one go for a bigger punch.

Very nice stuff, in my opinion, as I've always liked the idea of a healer pulling out a jar of tiger balm herbal ointment, and tending to the party.

... I have this odd urge to read the Chronicles of Prydain again... :D
RobbyPants

12-04-07, 11:17 AM
Wand of Cure Light Wounds
Staves off rest for a few encounters!
If the goal is to either replace a healer or save the healer's resources, a wand of Lesser Vigor is even better for out of combat healing. Also, Healing Belts (MIC) are a nice way for each person to quickly heal themselves for a relatively low cost. Unless there's some belt-slot item a PC really want's, there's next to no reason not to have one of these.

Other than that, some nice expendable items are always fun. Scrolls, potions, and wands (that might only have a few charges) are nice ways to help new players learn resource management. When in a fight, suddenly they have options. The fighter can try to weigh the benifits of attacking that round, or using his potion of Enlarge Person to gain reach and additional damage. I've found giving out these types of items can be fun, as it gives the players options for when things get tough. In my games, they seem to save those items for when they need them, so they're kind of like a safe button.

Also, once they get to 2nd or 3rd level (if you're using the wealth by level guide lines), a bag of holding is a wonderful thing. You can give it to the group as a whole (as opposed to one PC) at a lower level too. It's a nice way to carry lots of crap without resorting to carts and wagons.
mvincent

12-04-07, 12:41 PM
I wouldn't hand out any of those things, if you are always fully healed then there is never any suspenseI agree that a big part of the fun is not having things handed to you on a silver platter. However, wands of CLW are so ubiquitous* for adventuring parties that you're not losing much by hitting the fast-forward button to that point. At the very least it can then allow you to spend more time on the things that might be viewed as more suspenseful (rather than merely a logistics issue).

* Any party that starts an encounter not fully healed is likely doing something wrong. Anymore, the suspense is from getting low on hp during the encounter.
mvincent

12-04-07, 12:50 PM
a bag of holding is a wonderful thing.Good call. A large capacity storage device can eliminate annoying logistic issues, so the DM (and the players) don't have to focus on handling realistic loads. A handy haversack is even more recommended, as it is cheaper, and eliminates having to realistically handle rummaging around for a desired item.
RobbyPants

12-04-07, 12:55 PM
While on the topic of makeing logistics easier, items like rings of sustenance and rings of endure elements are wonderful for getting rid of tracking rations and external temperatures. From my understanding, many DMs don't bother with forcing PCs to roll Fort saves when the temperature drops too low to avoid taking nonlethal damage. Both of these are nice for simply assuming that you have your bases covered. I think you can tack on on the other on a single ring for something like 5,500 gp. Not a bad investment for a 5th - 7th level PC.
madbliza

12-04-07, 04:19 PM
I agree with Dog O War.

A GM should never hand out an item unless it is for story purposes.

That's our standing house rule.
mvincent

12-04-07, 04:42 PM
A GM should never hand out an item unless it is for story purposes.Odd. That doesn't seem like an inherent truism. To clarify: do you think all groups would be best served to feel this way?
Grizzled Gryphon

12-04-07, 08:49 PM
Meh, to each there own. If as a DM you think that your party will have more fun if these things are passed out, then go ahead.

If you and the party think it will make the game boring, then don't do it. It really comes down to personal choice.

Some people like the suspense of having to find a safe place to rest up after a tough fight.

Others would rather be able to continue the good fight thanks to the amazing magical equipment they have.

Perhaps using some of the items presented here, you can go for a middle ground. RobbyPants has a good idea for this with the expendable items. If the party is haveing a tough fight, and things are starting to look bad, do you use that potion of cure? Does the Cleric use his last spell instead, and save the potion in case there is another creature in the next room?

That might be the way to go.
True_Paladin

12-05-07, 03:18 AM
Here, here. While you never did say what level the party is starting at, I will assume first level. If that's the case, the DM should NEVER just 'hand' out magical items such as these. Definitely not the glasses or the Tome. Want identify for free, become a cleric with the magic domain (identify 2nd level domain spell, requires DF).

The wand of CLW is not so bad, if handed out by a benefactor after the adventure is underway. One caveat though... give them 10-15 charges max. That way they have a little extra staying power, but it is definitely finite. (Could avoid a TPK very early).

I also agree with the thoughts on consumables. An arcane scroll or two, and perhaps a potion or two (enlarge person is nice for fighter types). HHH is pretty nice, but not suitable for 1st level parties. Wait till around 3rd.

Just my 2cp
CrimsonDeath

12-05-07, 03:33 AM
2: Monocle...only if it worked while item was being held/worn in whatever item slot it is required to function normally
This still gives a concern over possible cursed items.

Want to know the armor's base enhancements, then put it on;
a: Bob!!! That thing is +1 with Med Fortification, sweet!
b: Ummmm Bob, can you take that off? Crude, I didn't think you'd be able to. I got bad news Bob.....

The Artificer's Monocle functions as the Identify spell, which can't tell whether an item is cursed or not. So, there's still risk involved.
stitchy1503

12-05-07, 11:04 AM
i think the only magic item ive ever "handed out" was a wand of cure light wounds at like 3rd level and they have no idea how many charges are on it, belonged to a cleric friend and he wanted to aid them.
Sigma34561

12-05-07, 01:31 PM
Wow, you guys really want to prove that you are better at D&D than I am.

By the way, what is your definition of "hand out" and what is this "story" that your players are in.

If you want to know what a "Story" is, read DM of the Rings. My players are all in an "adventure" right now.

As for "Hand Out". I suppose all monsters and NPCs in your game are naked, otherwise you are "handing out" all those sets of clothes, weapons, and items.

If they arent naked, than can you explain to me how the moathouse guard's underwear has anything to do your with your "story"?

In my "adventure" the players find theese things quickly, but in appropriate places. They didnt start off with "A guy who looks like me walks up to your characters and hand you a Hewards Haversack with X Y and Z in it, and directions to the first plot hook.

Now perhaps we should get back to the topic of useful items that ad versimiltude to the game, and remove logistical nightmares. Of course my player's characters would remeber every detail, the wizard of the group alone has an IQ of about 180 right? My players have never carried 60lbs of equipment up a hill, in armour, so they dont know that its a huge pain in the ass just to remove something from your pack without spilling everything.

D&D is about adventure, not carrying capacity and meticulous note taking. What happend 10 minutes ago in game might have happened 7-14 days ago to the players. If you have a life in that time span, it makes things difficult.

I'm not saying my way is the best way. Perhaps your players LOVE the challenge of remember the names of your intricately designed NPCs. Who wouldn't like getting thrown in jail because they forgot it was customary to bow two times in front of the queen on a full moon. That night they spent adding up the wieght of all the treasure they found in the dungeon was unforgettable.

So... back to the main topic!
mvincent

12-05-07, 01:39 PM
That night they spent adding up the wieght of all the treasure they found in the dungeon was unforgettable.Now that's thinking like a true Dwarf ;)
Kayoz_Majick

12-05-07, 10:13 PM
About the only thing that I hand out in my campaigns (other than the treasure that I hand out randomly <with some editing so that it doesn't get too out of hand> during encounters) is opportunities for the players to spend that hard earned money of thiers to purchase said wands of CLW, or potions of CLW, etc.
The really big things, like land and titles come with doing favors for someone with the power and the say to grand said intangibles.

thats my 2 cp :)
stitchy1503

12-06-07, 04:30 AM
Wow, you guys really want to prove that you are better at D&D than I am.

By the way, what is your definition of "hand out" and what is this "story" that your players are in.

If you want to know what a "Story" is, read DM of the Rings. My players are all in an "adventure" right now.

As for "Hand Out". I suppose all monsters and NPCs in your game are naked, otherwise you are "handing out" all those sets of clothes, weapons, and items.

If they arent naked, than can you explain to me how the moathouse guard's underwear has anything to do your with your "story"?

In my "adventure" the players find theese things quickly, but in appropriate places. They didnt start off with "A guy who looks like me walks up to your characters and hand you a Hewards Haversack with X Y and Z in it, and directions to the first plot hook.

Now perhaps we should get back to the topic of useful items that ad versimiltude to the game, and remove logistical nightmares. Of course my player's characters would remeber every detail, the wizard of the group alone has an IQ of about 180 right? My players have never carried 60lbs of equipment up a hill, in armour, so they dont know that its a huge pain in the ass just to remove something from your pack without spilling everything.

D&D is about adventure, not carrying capacity and meticulous note taking. What happend 10 minutes ago in game might have happened 7-14 days ago to the players. If you have a life in that time span, it makes things difficult.

I'm not saying my way is the best way. Perhaps your players LOVE the challenge of remember the names of your intricately designed NPCs. Who wouldn't like getting thrown in jail because they forgot it was customary to bow two times in front of the queen on a full moon. That night they spent adding up the wieght of all the treasure they found in the dungeon was unforgettable.

So... back to the main topic!

its hardly handing things over when they have to work for it via killing the monster that wears said equipment.

Its not about whos better at DnD thats just silly. My players would destroy me if i handed them magic items left and right. i dont see anything wrong with just telling them something that thier characters should know, such as the name of someone they met or what thier current quest is.

My players prefer realism, as do i, so i enforce the weight limits, pack size, so on and so forth. I think its just mainly about whether or not you and your players will have fun, my players wouldnt have fun if i just handed them magic stuffs, they get ****** when i give them a discount on a res spell :P. your players may like that thing, and all the power to you for giving them a good time.
Kayoz_Majick

12-10-07, 11:26 AM
its hardly handing things over when they have to work for it via killing the monster that wears said equipment.

Its not about whos better at DnD thats just silly. My players would destroy me if i handed them magic items left and right. i dont see anything wrong with just telling them something that thier characters should know, such as the name of someone they met or what thier current quest is.

My players prefer realism, as do i, so i enforce the weight limits, pack size, so on and so forth. I think its just mainly about whether or not you and your players will have fun, my players wouldnt have fun if i just handed them magic stuffs, they get ****** when i give them a discount on a res spell :P. your players may like that thing, and all the power to you for giving them a good time.

amen :clap: :angel:
mvincent

12-10-07, 01:05 PM
my players wouldnt have fun if i just handed them magic stuffs, they get ****** when i give them a discount on a res spellExcellent point... as player I feel the same way. I want the DM to enforce the rules and be impartial. No 'handouts'... I want to 'win' by the rules.

Still, if a DM doesn't want to deal with certain delays or hassles, it would not be un'realistic' for a benefactory to initially provide some minimal items...especially if the benefactory had experience in such matters, and/or expected something in return.

Even as a higher level PC, if I were sending out a 1st level party (or even heard about one going out), I would certainly do this.
Dheran

12-11-07, 02:22 PM
Here's my idea of 5 things a proper DM could hand out:
A half-destroyed note with references to an impending invasion.
A loadstone.
Goggles that, when worn, give the wearer cryptic visions -- and then knock them unconscious for an hour.
An old, out-of-date map to a cave complex.
A jar of some mysterious brown substance.
As a DM, you want to give your players reasons to go adventuring. Whether it's an inconvenient curse (the loadstone), a clue to events or places yet unknown, or a puzzle to solve, you need a reason to engage the PCs. The merchant looking for caravan guards in the local tavern shouldn't be the limit of your plot hook creativity.
Guderian

12-11-07, 04:25 PM
I would never hand out free healing and identify, and neither do my DMs. However, there are other things like...

A full adventuring kit. Basically, you assume that you're party had some idea of the environment, and packed clothes and sleeping gear accordingly (warm clothing in cold weather, lots of water for a desert run). Also, spellcasters have the spell components they need for their spells. Of course, components like gems which cost serious money have to be paid for.

Availability for purchase. If a character has the money for it, he can get the item he wants, provided he is in a large settlement/city.

Eliminate XP from the game. Yes, I know this is blatant heresy, but our group does it anyway. We level up as we complete our mission goals, not by killing the boss monster (if there was a boss to begin with). Activities which incur an XP cost, have a different cost of the DM's devising, and you cant multiclass in such a manner as to take penalties. Which worked out well in our last game, where our Lv.2 group took out several hundred Lemures by dropping an avalanche on an army of the things.
Aryxbez

12-12-07, 01:24 AM
Now that's thinking like a true Dwarf ;)

Aye, My Dwarf PC (1st pc/still running=10th lv) had made a plan to haul out tons of gold and such. By lots of wagons/porters and dropping it off town and going back to the dungeon. Of course the PC's had to split up into 2 groups:
1)going off to town with treasure to drop off, and going back to dungeon
2)Guarding the treasure at the dungeon to make sure no one takes the non taken portions.
Of course this plan got pulled off, not without minor difficulties....

I guess 2 other things to hand out could be

1. Bag of holding
2. Any wondrous item I'm sure are fun to have.

EDIT: Normally otherwise I don't give out things, unless you count starting gold for starting at a higher level. As the DM doesn't give them stuff, it is the various shops, caves, NPCs (rarely)and bodies of the PC's enemies in the campaign world that should be given you stuff.
celestialkin

12-12-07, 11:34 PM
my current build in the works for L1s:

the PCs' fathers donate a shortsword, leather armor, backpack, bedroll, three days rations, and some gold pieces to their first journey to go and find themselves or some bs


Agreed. However, don't forget a torch, and don't forget to remind the players that they get the option of a free explorer's outfit. God knows how many times I have been in a party where everyone (except myself) was walking around a deep dark dungeon completely naked in the dark. :nonono:

Plus everybody always forgets that if they do not buy a bedroll they are going to be fatigued.

The DMs i know don't even bother with it anymore.
Arco Versipellis

12-13-07, 12:09 AM
PHB II has a broken down "basic adventuring gear." I make everyone buy one. Even before that book, I had a similar system for making sure everyone had the basics.

I've never handed out items before. However, I did think the idea about an enternal cure light wounds wand may make a cool item to stick in a level one treasure chest.

I do think the language of "handed out" may be a little blurry. We tend deal mainly with gold for most NPC enoutners, since their items are typically below what the party has anyways and for ease. Ehen I plant items in treasure hordes, I actually consider it "handing out."
DracoPhoenix

12-13-07, 07:12 AM
I agree that handing out the "Phat Lewt" at the start of L1 is probably not the wisest course of DM'ing - if only for the later expectation of more of the same.

However, certain magic items are pretty staple - Handy haversacks for example. These and other "low impact" utility items, while not free (they still count towards loot drops), should not de-rail the game by early "distribution".

That said, I'd shy away from dropping cure & vigor sticks. Unless, as has recently happened, the cleric forgot to pack them and they won't be returning to town any time soon. Even then, it's a one off, not fully charged job.
Sigma34561

12-13-07, 03:39 PM
Here is what I gave each player to tie them to thier backstory.

The Warforged Crusader named Mourningstar got...
A Purple Mournload Morningstar
A Warfogred "monocle" that had 3/charges
1-low light vis for 1 hr.
2-darkvision for 10 min.
3-see invis for 1 min

The Warforged Wizard got...
10% reduction in Spell Failure for his Mithril armour (his mentor designed him unique) down to 5% {twilight armour is cheap an he will still pay eventually for it}

Warforged Bracers that contain tiny extradimensional spaces, like buzz lightyear. One arm holds his spell components, and the other can hold one tiny item like a wand or potion.

The Dragonborn Paladin got...
An Siberies shard amulet, that functions as Phylactery of faithfulness and can cast augry 3/day. Its called "The Eye of Siberies"

The Halfling Druid got..
A tatoo of a leaping raptor 1/day swift jump on him and mount (animal companion (dinosaur :) ) )
A Saddle that fits any mount 3/charges day
1-double carrying capacity for mount for 1 hr
2-extra standard or move action for mount
3-camoflage on him and mount

Halfling Rogue got..
Same Tatoo as above
A set of bracers that depic halflings battling a t-rex
3 charges/day
1- Summon a masterwork talenta weapon for 1min/lvl
3-yell a tyranosaurus roar that could panic/frighten/shaken foes.

I dont think that any of theese make them more powerful, just more flavorful. Maybe a little much for 1st lvl but this will probably be the last 3.5 campaign for us. (age of worms)