D&D 5E Magic Items: DMs Thoughts.

Zardnaar

Legend
Back in the day weapons were not balanced as such but there tended to be a bit more variety in terms of what people would use. Maces, lswords, spears, daggers, darts etc would all get used for a variety of reasons along with more variety being used in terms of armor. This was partly due to things like speed factor which were used (smaller weapons were generally better for initiative vs spell casters), and the way initiative and magic items worked. Long story short initiative was rolled on a d10 or d6 so a 2 point difference in speed between a long sword and a short sword for example was like a +4 or +6 initiative modifier in WoTC D&D. Initiative was also rolled every round.

In modern D&D and derivatives there has also been a massive trend towards using the best weapon. In 5E this tend to be a great weapon, a pole arm, a longbow or crossbow, a rapier and a longsword depending on what class and feats you have access to. Armour has almost been reduced to studded leather and full plate. At least until you can afford something better. This trend also exists in Pathifnder with great swords, falchions, and longbows basically being the default weapons with the occasional scimitar being used. 3.x games basically have 3 types of armor- chain shirts, full plate, and breast plate and mithril and adamantine versions thereof.

In 5E this has gone as far as basically obsoleting simple weapons entirely. For example a monk will eventually deal more damage with his hands than the class weapons, spell caster cantrips deal more damage as well from level 5 onwards as a general rule. When was the last time you saw a PC use daggers as a primary weapon? If I had to hazard a guess there I would guess 4E or AD&D.

In TSR era D&D it generally did not matter if the PCs had 10, 15 20 or 100 +1 weapons as they could only use one of two of them at a time. In 3E and 4E those weapons could be sold and turned into a weapon the PCs actually wanted. 5E RAW you can’t do this as you may be able to sell a weapon but you can’t really buy one or create one as easily as you could in third and fourth edition and Pathfinder.

Now old school adventures are reasonably abundant in modern terms in terms of magic items. One could find a +3 or better weapon at reasonably low levels and a Paladin might have a +5 holy avenger from low levels. The difference compared to modern D&D is you would use that weapon for the rest of your career as there was no expectation you would upgrade it. 5E still kind of assumes this to some extent being roughly half way between OSR D&D and 3E/4E in terms of when you get magical equipment.

Official adventures and OGL adventure do have a reasonable amount of magic items in them such as HotDQ, RoT and the Quests of Doom book. I think magical items are the key to variety in 5E. Why would one wear chainmail when plate is the better armor? Well perhaps that chainmail is magical. A +2 or +3 great sword is erm great to have but it doesn’t really play well with the great weapon master feat. A +2 or +3 spear or dagger helps with accuracy but overall damage doesn’t sky rocket through the roof.

Some weapon styles also have better options available via feats and generally strength based feats are better for melee than dex based ones due to feats like Heavy Armor master, Polearm Master, Great Weapon Master and Shield Master. A dex based melee fighter for example doesn’t get the same level of feat support so the DM may help them out. A flametongue rapier or even a short sword would do wonders for them. Under normal circumstance a short sword is semi pointless except maybe for duel wielding.

Sword and board warrior types may be in a similar boat. At least the shield master feat is good but it is not always reliable if one is facing giants for example. Rather than putting in +2 armor consider a +2 shield instead. PCs can’t trade magic items in any more to get exactly what they want. A duel wielder is the weakest combat style in the game so a +2 or even +3 dagger and a +1 rapier won’t exactly break the game.

Now some of you may be considering this is unfair to the players who did pick an optimal style. But consider this what happens if you put in a flametongue great sword for say an avenger Paladin? His damage jumpes up to 4d6 damage per hit or 5d6 with hunters quarry and he gets to cleave and use the -5/+10 part of the great weapon fighter. By level 11 one could be looking at 5d6+15 damage or so per hit. Now Mr Sword and board did not get that flametongue weapon and he took the shield master feat. Not only is that feat situational but his damage by level 11 is going to be along the lines of 1d8+7 (str+ weapon style). 11.5 average damage vs 32.5 or 22.5 without the -/+10 part of the great weapon feat.

In this situation I would be inclined to make the flametongue sword a longsword or even a shortsword and at some point give the great weapon fighter a frostbrand or generic +1 item maybe with some sort of ability. This lets both PCs feel effective while not heavily rewarding one over the other and if the weapon is not 100% optimal (short sword vs longsword) they have a choice or sacrifice to make.

So if you as the DM get sick of seeing the same thing over and over again and want to put in some powerful magic items just avoid magical versions of the following weapons and armor or make them a bit more generic. If feats are allowed I do not recommend +2 or better great weapons and espicially hand crossbows.

Heavy weapons
Polearms
Longbows
Hand Crossbows
Rapiers
Longswords/1d8 one handed weapons.
Studded leather
Plate Armor
Splint Mail.
 

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Not sure your point?

Do you like it or do you work with it?

Only putting enhancements on second grade tools will grow old fast.

Isn't the easiest solution to just accept there are trap weapons, and then kinda make them disappear all together?
 

When have i seen daggers as primary weapons of choice? Never, ever, ever, not even in Basic D&D. Only by wizards, and even then because it, and Staves were the only allowed weapons, and most wizards ever played in our groups used staves. There's not much sexy about a shiv. :) The only time we ever used speed factors was when I DMed and I made the players use it, anytime anyone else DMed they did not. Most of the time we didn't even modify spell casting with init mods, either.

If you want 5E players to use a variety of weapons:

1) disallow feats.
2) disallow or discourage magic item purchases and creation.

Honestly, the predominant reason gamers haven't used a variety of weapons since 1989 or so is because of feats and class abilities that allowed weapon specialization. Maybe you could even take this back to 1985, when weapon specialization for fighters and bonuses for Cavaliers was introduced.

In 3e or pathfinder, if I have invested in weapon focus, weapon spec, improved critical, etc. in one type pf weapon, I am going to make sure it counts as a non-substandard choice, and I am going to use it to the exclusion of all else. Make that moot, make characters as good with a dagger as a greatsword, and you'll see them use something for style. Back on OD&D, when all weapons did a D6 damage, and hit dice was in D6's, you'd have people with daggers, glaives, and fauchards; but if I've practiced for years with a longsword or rapier, it doesn't matter how shiny the kukri+ 5 you gave me is, I'm trading it for a longsword or rapier +2 because I don't want to feel like I've wasted three feats and a class choice.
 

Good analyses all-around.

I consider the fact that Strength-based melee weapon characters are going to deal more damage and have better AC to be a feature, not a bug. Dexterity is already a super-stat, and Strength is about #4 on the list of stat desirability. If someone goes Strength, making them better than a Dex-warrior is the least that should be done for them.

Besides, Dex-based characters are still great, and I haven't seen a mass transition from Dex to Str characters.

What I do think is unfortunate is that the only feat that helps out a sword and board wielder is the shield feat. It would be nice if there were a way to bump up the functionality of single-weapon fighting itself (with or without a shield), rather than making you focus on the shield.

I also am going to change the Medium Armor Mastery feat's feature that lets your raise your max Dex bonus to medium armor, into simply a flat +1 AC. As written, all the feat is good for is a +1 AC bonus to Dex-based characters. Really, that's all it's good for. Str-based characters won't have the Dex 16 needed to benefit from the feat. But with my change, a Str-based character with a Dex 14 investment can take this feat and get the same AC as heavy armor without the stealth penalty. Good for rangers and barbarians, or fighters who just don't want to be penalized in stealth. Yeah, it still doesn't make medium armor spectacular, but at least the feat doesn't feel like a total waste.
 

Good analyses all-around.

I consider the fact that Strength-based melee weapon characters are going to deal more damage and have better AC to be a feature, not a bug. Dexterity is already a super-stat, and Strength is about #4 on the list of stat desirability. If someone goes Strength, making them better than a Dex-warrior is the least that should be done for them.

Besides, Dex-based characters are still great, and I haven't seen a mass transition from Dex to Str characters.

What I do think is unfortunate is that the only feat that helps out a sword and board wielder is the shield feat. It would be nice if there were a way to bump up the functionality of single-weapon fighting itself (with or without a shield), rather than making you focus on the shield.

I also am going to change the Medium Armor Mastery feat's feature that lets your raise your max Dex bonus to medium armor, into simply a flat +1 AC. As written, all the feat is good for is a +1 AC bonus to Dex-based characters. Really, that's all it's good for. Str-based characters won't have the Dex 16 needed to benefit from the feat. But with my change, a Str-based character with a Dex 14 investment can take this feat and get the same AC as heavy armor without the stealth penalty. Good for rangers and barbarians, or fighters who just don't want to be penalized in stealth. Yeah, it still doesn't make medium armor spectacular, but at least the feat doesn't feel like a total waste.

Medium armor seems a bit of a trap anyway. They seem to have made it worse than 3E medium armor.
 

Medium armor has always been pretty much a trap, assuming your goal is to optimize AC. Its main use have always been "characters who don't get heavy armor proficiency and don't care super-much about Dex skills", or as a stopgap on the way to get "real" armor.
 


Medium armor seems a bit of a trap anyway. They seem to have made it worse than 3E medium armor.

Yeah, it's better than it started in the playtest, but it's still hard to make it work right. I actually don't like 3e medium armor, as your Dex determined what armor you should be wearing, while I think aesthetics should play a bigger role (a problem that still plagues 5e, of course).

The real problem is that medium armor is functionally the worst category of armor, rather than being better than light but worse than medium (as one would expect).
 

How is medium armor a trap? A creature either has 17 AC with light, 17 AC with medium, or 18 AC with heavy. The creature with the medium armor also maxes their AC faster because they only need a 14 Dex and half the gold. Not everyone gets to wear heavy armor or max their Dexterity. For the few class options that fall into this area, it is perfect.
 

The only class I've seen use a dagger is a 3E rogue due to the versatility of the weapon combined with sneak attack. A 3E rogue can throw or stab with a dagger. The majority of their damage came from sneak attack, so having a weapon that can quickly switch between melee and ranged was useful.

People often choose weapons for the look as well as the mechanics. 5E does a better job than most of making weapons relatively equal give or take point of damage. I don't have to worry about crit range and multiplier that did more than any other edition to push people into particular weapons over and over again.
 

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