Magic Items for lvl 6 party

Post/Author/DateTimePost
#1

Tovenar

Jul 29, 2015 6:12:36
Any suggestions on what a level 6 party should have if being created at that level? Thanks!
#2

iserith

Jul 29, 2015 6:22:45

The DMG suggests (page 38) that 6th-level PCs in a "high magic" campaign have one uncommon magic item. Characters of that level in a "standard" or "low magic" campaign have no magic items. Characters in any of these types of campaign would have normal starting equipment and 500 gp plus 1d10 x 25 gp.

#3

OoftaMeg

Jul 29, 2015 8:13:28
The DMG is a little stingy, in general if you were rewarding treasure normally, most PCs would have 1 uncommon permanent magical item by level 6. I'd probably also give them a 50% chance of an uncommon consumable magical item (typically a potion).
#4

shintashi

Jul 29, 2015 9:25:58

here's how i would do it. With the exception of a Paladin, who gets a holy sword around level 9-12, +/- 3 levels, 2nd edition characters were assumed to have +5 weapons at level 20. What I then see is +1 per 4 levels.

 

4th +1

8th +2

12th +3

16th +4

20th +5

 

Now converting 1st edition to 5th edition, you have the following parirty:

1st e = 5th e

+1-2 = +1

+3-4 = +2

+5-6 = +3

 

What this then converts backwards to,

is 4th-8th = +1

12th-16th = +2

and 20th= +3

 

However, 5th edition has magic item tables that are for special effects past the +3 weapons. Specifically, the rarity tables.

 

common, flashlight ball

uncommon, sword +1

rare, arrow +3, sword +2

very rare, arrow of slaying, sword +3

legendary, vorpal sword, Defender, Avenger

 

but it also sticks ammunition at a lower rarity than a permanent + weapon.

 

Now, the DMG defines the parity at 16th-20th = Staff of Magi/Vorpal sword.

 

So this is what I think:

1st-4th = common, Table A, Table B

5th-8th = uncommon, Table F, Table C

9th-11th = rare, Table G, Table D

12th-15th = very rare, Table H, Table E

16th-20th = legendary, Table I

 

Traditionally, when i give out magic items, it is based not on the party, but on the monster, and the "generic stereotypical parties that try to kill that monster... and fail". For me, monsters usually get magic items from parties that think they are sufficiently geared to do so. Once in a while, you get a cocky guy who goes in solo, with his magic items, and dies, leaving good stuff because he didn't have backup. Then you also get the rich guy who goes in with his well funded team, but he's all money and no skill, so his magic items don't have any synergy with his stats, and he dies too. All of these guys are leaving magic items to the monsters that kill them. The scarier the monster, the more magic items that logically accumulate.

#5

shintashi

Jul 29, 2015 9:32:30

when the characters are pregened... if they have

 

1. a high charisma

2. a noble background

3. are a full (9th level spells possible) )spell caster

4. have the lucky feat

 

then you should do the following:

charisma/noble: either roll on the next tier up for wealth, or the next tier up for magic items

spell caster: roll twice on the uncommon table, because they probably made their own item

lucky: roll once on table F, G, and H, and let them pick which letter in advance before you roll.

 

Lucky people are lucky, if anyone can get a good magic item, because they are lucky, it

stands to reason the people with the lucky feat did.

 

 

#6

Tempest_Stormwind

Jul 29, 2015 10:42:14

iserith wrote:
#7

FatherLiir

Jul 29, 2015 12:04:09

I'm of the mind everyone should have their own Alchemy Jug for poops and giggles personally.

ALL OF THE MAYONAISE

#8

Clutchbone

Jul 29, 2015 13:17:46

Summary of Tempest's link.

 

Each Character Gets:

 1 common consumable every level from 1 to 5.
 1 uncommon consumable every level from 6 to 10.
 1 rare consumable every level from 11 to 15.
 1 very rare consumable every level from 16 to 19.
 1 legendary consumable at level 20.


 1 uncommon permanent item at level 4, and another at level 7.
 1 rare permanent item at level 10 and another at level 13.
 1 very rare permanent item at level 16.
 1 legendary permanent item at level 19.

 

In a nutshell: on average, players might receive 1 consumable item per level, 1 permanent item per 3.33 levels.

#9

Tempest_Stormwind

Jul 29, 2015 13:59:14

Clutchbone wrote:
#10

Tovenar

Jul 29, 2015 16:10:55
Holy Moly thanks for the all the responses. I've decided to go with a sort of hybrid approach. I'm going to take all the items available inside of the lvl 1-6 hoard of the dragon campaign. Tally them up. See what I get, and then scale back. (Probably remove both the mask and the legendary sword). Maybe assume they got 1/2 or 3/4's of the loot and some rolls. That way it's not giving or choosing for them. Thank again for everything!
#11

Yunru

Jul 30, 2015 3:25:40
Hah. "All the magic items from HotDQ".

HotDQ is extremely light on magic items. More so than it should be. Lost Mines has a better distribution of items.

(Reply to #9)

Clutchbone

Tempest_Stormwind wrote:
(Reply to #11)

Tovenar

Yunru wrote:
#14

Yunru

Jul 30, 2015 7:58:40
An uncommon item each. Maybe 1d4-1 common consumables.
#15

shintashi

Jul 30, 2015 8:50:06

its ok to give them fewer uncommon items than would be expected during actual play, because the choice, or optimized item they do get reflects bartering, trading, and selling less useful uncommon items. I have frequently traded up or swapped items in play during my last campaign, so i ended up with fewer items, but they were the items I needed in the crunch.

(Reply to #13)

Clutchbone

Tovenar wrote:
(Reply to #16)

Tovenar

Clutchbone wrote:
#18

Coredump00

Jul 30, 2015 14:23:44

 

1) HotDQ was for levels 1-8. (IOW, you should be lvl 8 by the end.

 

2) I think it had plenty of magic... it was just all heavily backloaded, and some of it unlikely to be found.

 

3) Give less magic, then they can find more magic.  More fun to find it then to start with it.

 

4) Give some 'non optimal' magic.....