I've given my players a lot of magic items. Is it reasonable for me to give them harder encounters?
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I'm running a campaign for a group of 6 level 8 characters. Last session, they went shopping, and I let them buy about 2 magic items each. On top of this, I let them each start with an extra feat and a free magic item when the campaign started (at level 8).
(Selling magic items to my players was a lot of fun for all of us! My question is not about whether that was a good idea - I believe it was the right call.)
Given how many nice things my players have, I'm thinking about balancing my encounters as though they were for a party of level 9 characters instead of level 8. Is this a reasonable approach for me to take?
dnd-5e magic-items balance cr-calculation
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add a comment |
$begingroup$
I'm running a campaign for a group of 6 level 8 characters. Last session, they went shopping, and I let them buy about 2 magic items each. On top of this, I let them each start with an extra feat and a free magic item when the campaign started (at level 8).
(Selling magic items to my players was a lot of fun for all of us! My question is not about whether that was a good idea - I believe it was the right call.)
Given how many nice things my players have, I'm thinking about balancing my encounters as though they were for a party of level 9 characters instead of level 8. Is this a reasonable approach for me to take?
dnd-5e magic-items balance cr-calculation
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2
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Answerers should remember to support their answers by citing relevant evidence or experience, per Good Subjective. (Good question!)
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– V2Blast
39 mins ago
1
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For a well-informed answer it would be helpful to know the specific items. Including the benefits of each item would be convenient. Otherwise respondents will have to look up 18 magic items.
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– lightcat
14 mins ago
1
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@lightcat makes a good point, though perhaps only include details for combat relevant items. Bag of Holding is a useful item but it unlikely to significantly effect combat difficulty. (Barring very clever play)
$endgroup$
– linksassin
11 mins ago
add a comment |
$begingroup$
I'm running a campaign for a group of 6 level 8 characters. Last session, they went shopping, and I let them buy about 2 magic items each. On top of this, I let them each start with an extra feat and a free magic item when the campaign started (at level 8).
(Selling magic items to my players was a lot of fun for all of us! My question is not about whether that was a good idea - I believe it was the right call.)
Given how many nice things my players have, I'm thinking about balancing my encounters as though they were for a party of level 9 characters instead of level 8. Is this a reasonable approach for me to take?
dnd-5e magic-items balance cr-calculation
$endgroup$
I'm running a campaign for a group of 6 level 8 characters. Last session, they went shopping, and I let them buy about 2 magic items each. On top of this, I let them each start with an extra feat and a free magic item when the campaign started (at level 8).
(Selling magic items to my players was a lot of fun for all of us! My question is not about whether that was a good idea - I believe it was the right call.)
Given how many nice things my players have, I'm thinking about balancing my encounters as though they were for a party of level 9 characters instead of level 8. Is this a reasonable approach for me to take?
dnd-5e magic-items balance cr-calculation
dnd-5e magic-items balance cr-calculation
asked 55 mins ago
KevinKevin
8871915
8871915
2
$begingroup$
Answerers should remember to support their answers by citing relevant evidence or experience, per Good Subjective. (Good question!)
$endgroup$
– V2Blast
39 mins ago
1
$begingroup$
For a well-informed answer it would be helpful to know the specific items. Including the benefits of each item would be convenient. Otherwise respondents will have to look up 18 magic items.
$endgroup$
– lightcat
14 mins ago
1
$begingroup$
@lightcat makes a good point, though perhaps only include details for combat relevant items. Bag of Holding is a useful item but it unlikely to significantly effect combat difficulty. (Barring very clever play)
$endgroup$
– linksassin
11 mins ago
add a comment |
2
$begingroup$
Answerers should remember to support their answers by citing relevant evidence or experience, per Good Subjective. (Good question!)
$endgroup$
– V2Blast
39 mins ago
1
$begingroup$
For a well-informed answer it would be helpful to know the specific items. Including the benefits of each item would be convenient. Otherwise respondents will have to look up 18 magic items.
$endgroup$
– lightcat
14 mins ago
1
$begingroup$
@lightcat makes a good point, though perhaps only include details for combat relevant items. Bag of Holding is a useful item but it unlikely to significantly effect combat difficulty. (Barring very clever play)
$endgroup$
– linksassin
11 mins ago
2
2
$begingroup$
Answerers should remember to support their answers by citing relevant evidence or experience, per Good Subjective. (Good question!)
$endgroup$
– V2Blast
39 mins ago
$begingroup$
Answerers should remember to support their answers by citing relevant evidence or experience, per Good Subjective. (Good question!)
$endgroup$
– V2Blast
39 mins ago
1
1
$begingroup$
For a well-informed answer it would be helpful to know the specific items. Including the benefits of each item would be convenient. Otherwise respondents will have to look up 18 magic items.
$endgroup$
– lightcat
14 mins ago
$begingroup$
For a well-informed answer it would be helpful to know the specific items. Including the benefits of each item would be convenient. Otherwise respondents will have to look up 18 magic items.
$endgroup$
– lightcat
14 mins ago
1
1
$begingroup$
@lightcat makes a good point, though perhaps only include details for combat relevant items. Bag of Holding is a useful item but it unlikely to significantly effect combat difficulty. (Barring very clever play)
$endgroup$
– linksassin
11 mins ago
$begingroup$
@lightcat makes a good point, though perhaps only include details for combat relevant items. Bag of Holding is a useful item but it unlikely to significantly effect combat difficulty. (Barring very clever play)
$endgroup$
– linksassin
11 mins ago
add a comment |
1 Answer
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$begingroup$
In part it depends on the magic items. Did you give them magic items that were useful in combat? Like, have they mostly got +3 plate armor or have they mostly got sovereign glue?
Broadly, the answer to your question is yes: it's probably appropriate to give them more difficult encounters because they have nice stuff. But, especially at higher levels, the encounter tables are a very loose guideline anyway. You'll have to get a feel for what your group can handle.
Here is what I do when I'm uncertain: I start with an encounter that I'm expecting to be fairly easy, and then if the players seem to be winning too hard, I tell them reinforcements are showing up and I add more monsters of the same type.
The good news is that most players don't really want or need you to give them a super-difficult-but-still-survivable battle. If you give them a battle where everyone gets attacked once, and everyone gets to show off their cool abilities or items at least once, generally they'll be happy.
(source: I run a lot of games and this is what I do)
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add a comment |
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$begingroup$
In part it depends on the magic items. Did you give them magic items that were useful in combat? Like, have they mostly got +3 plate armor or have they mostly got sovereign glue?
Broadly, the answer to your question is yes: it's probably appropriate to give them more difficult encounters because they have nice stuff. But, especially at higher levels, the encounter tables are a very loose guideline anyway. You'll have to get a feel for what your group can handle.
Here is what I do when I'm uncertain: I start with an encounter that I'm expecting to be fairly easy, and then if the players seem to be winning too hard, I tell them reinforcements are showing up and I add more monsters of the same type.
The good news is that most players don't really want or need you to give them a super-difficult-but-still-survivable battle. If you give them a battle where everyone gets attacked once, and everyone gets to show off their cool abilities or items at least once, generally they'll be happy.
(source: I run a lot of games and this is what I do)
$endgroup$
add a comment |
$begingroup$
In part it depends on the magic items. Did you give them magic items that were useful in combat? Like, have they mostly got +3 plate armor or have they mostly got sovereign glue?
Broadly, the answer to your question is yes: it's probably appropriate to give them more difficult encounters because they have nice stuff. But, especially at higher levels, the encounter tables are a very loose guideline anyway. You'll have to get a feel for what your group can handle.
Here is what I do when I'm uncertain: I start with an encounter that I'm expecting to be fairly easy, and then if the players seem to be winning too hard, I tell them reinforcements are showing up and I add more monsters of the same type.
The good news is that most players don't really want or need you to give them a super-difficult-but-still-survivable battle. If you give them a battle where everyone gets attacked once, and everyone gets to show off their cool abilities or items at least once, generally they'll be happy.
(source: I run a lot of games and this is what I do)
$endgroup$
add a comment |
$begingroup$
In part it depends on the magic items. Did you give them magic items that were useful in combat? Like, have they mostly got +3 plate armor or have they mostly got sovereign glue?
Broadly, the answer to your question is yes: it's probably appropriate to give them more difficult encounters because they have nice stuff. But, especially at higher levels, the encounter tables are a very loose guideline anyway. You'll have to get a feel for what your group can handle.
Here is what I do when I'm uncertain: I start with an encounter that I'm expecting to be fairly easy, and then if the players seem to be winning too hard, I tell them reinforcements are showing up and I add more monsters of the same type.
The good news is that most players don't really want or need you to give them a super-difficult-but-still-survivable battle. If you give them a battle where everyone gets attacked once, and everyone gets to show off their cool abilities or items at least once, generally they'll be happy.
(source: I run a lot of games and this is what I do)
$endgroup$
In part it depends on the magic items. Did you give them magic items that were useful in combat? Like, have they mostly got +3 plate armor or have they mostly got sovereign glue?
Broadly, the answer to your question is yes: it's probably appropriate to give them more difficult encounters because they have nice stuff. But, especially at higher levels, the encounter tables are a very loose guideline anyway. You'll have to get a feel for what your group can handle.
Here is what I do when I'm uncertain: I start with an encounter that I'm expecting to be fairly easy, and then if the players seem to be winning too hard, I tell them reinforcements are showing up and I add more monsters of the same type.
The good news is that most players don't really want or need you to give them a super-difficult-but-still-survivable battle. If you give them a battle where everyone gets attacked once, and everyone gets to show off their cool abilities or items at least once, generally they'll be happy.
(source: I run a lot of games and this is what I do)
answered 48 mins ago
Dan BDan B
37.8k869144
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$begingroup$
Answerers should remember to support their answers by citing relevant evidence or experience, per Good Subjective. (Good question!)
$endgroup$
– V2Blast
39 mins ago
1
$begingroup$
For a well-informed answer it would be helpful to know the specific items. Including the benefits of each item would be convenient. Otherwise respondents will have to look up 18 magic items.
$endgroup$
– lightcat
14 mins ago
1
$begingroup$
@lightcat makes a good point, though perhaps only include details for combat relevant items. Bag of Holding is a useful item but it unlikely to significantly effect combat difficulty. (Barring very clever play)
$endgroup$
– linksassin
11 mins ago