I
am currently suffering Magic Item glut in my 5e campaign. I would
blame the fact that I've been running a modified Pathfinder module
(Pathfinder being a game where magic items are not just prevalent,
but necessary for character power), but really it comes down to me
and some poor choices I've made. I've over-powered certain items,
under-emphasized others, and overall kicked myself in the ass on
this.
Before
I talk about how I plan to solve the problem of Magic Item Glut in my
current campaign, and a few methods to avoid it in other campaigns,
let me define what I mean by Magic Item Glut in general.
What
is Glut?
Roughly the contents of my level 6 party's inventory. |
The
dictionary definition of Glut is “an excessively abundant supply of
something.” When it comes to magic items, however, I feel that it
only covers a portion of what I mean when I say Magic Item Glut.
Magic Item Glut is what happens in a campaign when, for one reason or
many, the magic items in the campaign have either over-shadowed the
characters or lost all meaning within the campaign. This could be
because you, as a DM, have awarded your players with an abundance of
magic items so that they cease to have individual identities. For
instance, the magic golem-shattering hammer forged by the dwarf-king
Anguir is viewed as “just a +1 weapon” when compared to the other
eight +1 weapons to which the party has access. It could also be that
players have a weapon that is so powerful that they use it in excess,
above all other options, or view it as a “win button.” This is a
problem in my current campaign, for example. I placed a magical bow
forged from the bones of an adult blue dragon in a dungeon. I thought
a cool power would be for it to release the dragon's breath weapon
once per day. That's 12d10 lightning damage. The players came to
possess this bow, and now use it at the start of EVERY major
encounter. It's their Win Button. There could be other problems that
arise that contribute to magic item glut, but those seem to be the
most common.
So
then, obviously, the question becomes:
How
do we avoid Magic Item Glut in our campaigns? And if we can't avoid
it, how do we solve it?
Avoiding
Glut
Obviously,
the goal should be to avoid magic item glut in games altogether.
Here's a few tips to help keep magic items cool and special in your
games.
+1
is the Plague!
I see no issue here. |
How
do we make up for this? Cool effects, of course! A longsword that,
when drawn, has a blade composed of half-cooled magma? Awesome! A
suit of leather armor that chameleons its wielder when they press
themselves up against an object? Friggin' sweet! A light shield with
regenerating manticore spikes that you can launch at your enemies?
Bitchin'! A seemingly-simple piece of sackcloth that, when held
aloft, allows you to surf along water like you're on a friggin
sailboard? Blow me down, that's cool!
It's
about making items interesting and special, not “powerful.” And
if you're thinking “but Chris! I'm not nearly as smart,
interesting, or creative as you! How could I EVER come up with
interesting magic item effects?” Then worry not! Really, it's as
easy as taking an existing item and removing any numerical bonuses it
normally grants.
Reductionist
Reasoning
I'm
really reaching for titles, aren't I? Anyway, avoiding numerical
bonuses in favor of cool abilities is all well and good, but it
unfortunately leaves us with a problem. If players keep getting these
cool items, and have no desire (or ability) to clear their inventory
of these items like me after a dungeon in Dragon Age, then you'll
still run into the problem of glut. Too many items likely means that
the items themselves will lose narrative value. Volcanus the Magma
Blade and Krist'uul the Frost Slasher become “fire sword” and
“ice axe” when accompanied by 25,000 other “cool” and
“unique” weapons, armors, wands, rings, and other ephemera.
The
easy fix to this is to just reduce the number of magical items the
players gain as they adventure. A character can really grow an
attachment to Volcanus if they wield her for 5 levels straight.
However,
this solution does come with its own set of unfortunate consequences.
For instance, I like giving villainous boss enemies cool magical
weapons, as I'm sure many of you do as well. That evil king kind of
becomes cooler when his sword is black as night and hisses like a
snake when he swings it around. And when players kill the king and
pick up his sword, they want to hear that it does something cool. Not
that it's just...well, black as night and hisses like a snake. That's
neat, but it doesn't really “do” anything for them. Similarly,
players can get bored with treasure hordes when all they find is the
same gold, gems, and art objects the whole time. So how do we solve
this issue? How do we keep things fresh and exciting without
over-saturating the players' inventory with magic equipment? I see
two real solutions here.
The
Numenera Method
I'd sex it if I could figure out how. |
Temporal
Window.
Cypher.
When this hand-sized pane of glass is held aloft and the command word
is spoken, anyone looking through it sees events that unfolded in the
window's current location up to 1 year ago. The vision lasts up to 10
minutes, after which the glass shatters and is useless. The user
determines the time period of the vision and the duration.
Subduing
Light.
Cypher.
This vial is filled with a calming blue light. Two rounds after the
vial's stopper is removed, it fills a sphere 1d6+3 x 10 feet in
diameter surrounding the vial with its light. If used in darkness,
the lighting is considered dim. The light lasts for one minute.
Anyone within the light is calm and passive, and cannot take hostile
action. Any creature that leaves the light continues to be affected
by it for 1d6 rounds thereafter. They make a Wisdom saving throw each
round to rid the calm from their mind. Once the calm leaves their
mind, they may once again take hostile action.
Reality
Spike.
Cypher.
Once the command word is spoken, this thick metal spike ceases to
move. Ever. Even if the spike is placed in midair when activated, it
does not move from its fixed point in reality. It can be dislodged
with a DC 15 Strength check, but becomes completely useless
thereafter.
I
can only hope that you see what I mean when I say that the Cypher
system is genius. Those were randomly rolled. And I, for one, would
be ecstatic as a player to receive any one of them. The system is
also intentionally non-specific. That Temporal Window was “temporal
viewer” in the book. It doesn't tell you exactly what the item is,
allowing you to come up with ideas on your own. That window could
have just as easily been a mirror, or a monacle, or a frigging bubble
wand. Hell, combining a Cypher table with a table like Hack & Slash's 50 Interesting Pieces of Treasure presents nearly limitless
possibilities.
One
question that is easily raised against the Cypher system, however, is
one of balance. What if a level 2 party comes across a cypher that
can emit a devastating heat beam, or teleport them across the world?
Isn't that too powerful? There are two balancing factors, however,
that truly make the Cypher system one of the best in gaming. First,
the items are consumable by nature. There is NO WAY to make a cypher
last for more than one use. Once you activate it, that's it. It's
done. Teleport across the universe with a pair of bunny slippers?
Have fun getting home. The second balancing factor is the Cypher
Limit, a system that prevents characters from carrying more than two
or three cyphers at once. In Numenera, it's explained away as
radiation and chemicals leading to very, very bad things if you carry
too many. In D&D? Differing, unstable magics can really kill, if
you know what I mean (I mean they can literally kill you. In an
explosion.).
And
there's even precedent in D&D 5e for such a limit! A character
can normally only attune up to 3 magic items to themselves (I use the
character's Charisma bonus in my home games, but that's irrelevant),
and no more because they have a magical threshold. The same can apply
to cyphers. They're unstable magic, and you can only suppress so many
before they start harming you and those around you. These limitations
mean that cyphers are intended to be used. You're constantly gaining
new cyphers, and so should be using them so that you don't, like,
implode or something.
Stare into its eyes. It'll tell you what to do. "...buy me..." |
If
you like this idea (and why wouldn't you?), and you're capable of
coming up with cool, interesting effects on the fly, then I encourage
you to do so. If you're like me, however, and you're not nearly
creative enough to handle that, then I highly encourage you to pick
up Numenera and its Technology Compendium (which includes over 400
additional cyphers).
Now
that I'm done shilling for Monte Cook Games, however, let's move onto
the next solution for the “reduction” problem...
Well,
That Escalated Quickly...
A
very intelligent user on the Paizo forums named Oni_Sloth responded
with a very intelligent, well thought out, and innovative answer when
I posed a question regarding magic items. While everyone else
basically repeated “wealth by level” over and over again (one
reason I left Pathfinder), he talked about the escalation of items.
Now, to most people, this probably sounds like “item that gets more
powerful over time.” And while that is one way to do it (and a
smart way, actually. Suddendly Volcanus the Magma Blade has a lot
more staying power if it keeps gaining new powers), the way he posed
is, I think, much more organic and interesting. And it's something
about which I hadn't thought.
The
example he gave was...well, I'll actually just quote him.
“Example: one player wanted the ability to fly, they were low level so I did not want to give it him permanently yet. Later on during the game they fought several people, these people were flying. When they searched their bodies they found a wand of fly with a few charges left, the player took it and got the flying he wanted but it was limited. This limitation meant he could not spam it and he used it sparingly until he was strong enough to get a magic item that give him fly a certain number of times per day, in much the same fashion. He had to kill a person to take it from them, this person was the bad guy for that adventure. Finally at higher levels he was given a set of magical wings that granted him a permanent fly as a boon from the king for all his service. ”
That's...well,
that's pretty genius, actually. Placing items that progressively get
you closer and closer to your goal within a campaign is a great way
to retain engagement without bloating the game. I have a character
who literally wants to become a dragon, and this idea of subtly
placing magic items that eventually lead toward that goal is
fantastic!
Honestly,
I don't have much more to add. Utilizing escalation in your game,
whether through an overt “growing item” or the subtle placement
of progressively-stronger magic items that lead toward an ultimate
eventuality, is a fantastic method of avoiding Magic Item Glut within
a game, and is a solution to the problem that reduction of magic
items presents.
Baby,
I Was Born This Way!
Okay,
so there's kind of a third option, as well. However, I only consider
it a bit of a half-measure, since it presents some of the same
problems, and can lead to Magic Item Glut, of sorts, on its own. This
is, of course, the idea of doing away with magic items in many cases
and just granting the players powers. While this can be useful if
interspersed with other methods, it presents its own issues.
I just HAD to find an excuse for medieval Iron Man. |
Detraction
aside, however, this isn't a terrible idea, if used properly and
sparingly. If, for example, the characters are under the employ of a
powerful deity or archmage that can grant such powers temporarily,
there's no reason to not grant the whole party fire breath for 1d6
days while they take on frost giants. It could be a neat way to mix
things up in between magic items, but I wouldn't call the method
reliable in the long run (though I am now imagining a campaign where
players steal powers mega-man style from defeated foes as a primary
mechanic).
When
It's Already Too Late
All
the cool cypher systems in the world won't fix a game that's already
broken. Sometimes, no matter what you do, you end up with Magic Item
Glut in your campaign, and you just need to fix it before it gets any
worse. How, though? What methods can you use to fix the problem once
it's already infected your game?
Talk
it Out
Probably
the best option—and frankly, the most mature—is to just talk it
out. Whether you're a player or a DM, talking about a problem you're
seeing in the game is the best option. This allows a compromise to be
made without causing any real damage. Everyone feels included in the
decision because they ARE included. As a DM, it would be your best
bet to take this route before any of the others I present. Talk to
everyone and make sure they understand your thought process before
presenting them with options. Whether this means that the issue is
resolved out of game—selling some of the players' excess stock, for
example, or making the decision to weaken a super weapon—or in the
campaign itself—working together to come up with a method of
item-loss or item-de-powerment—this is really the best option. And
it's definitely the method I'm going to be using with my group before
I take any other action.
Steal
'em!
Let
me make something clear. With the potential exception of the third
option, all of these methods will be looked upon as “dick moves”
by the players. And you know what? Sometimes pulling a dick move and
stealing the players' shit is necessary.
Thievery
is a pretty low place to sink, and it's very, very difficult for me
to endorse as an option. That said, it does have its advantages. For
example, as has been put forth by many others across the internet,
it's a great way to get the players to go on a quest. It's rail-roady
and your players will likely see right through it, but that doesn't
change the fact that it's likely to work. It's also a good way to
keep particularly powerful items out of the players' hands until
they're “ready” for them.
Can
I just reiterate how much I hate writing this? It's, like, painful.
The penalty of being a truly bad DM. |
Sometimes
items are just too strong for a particular level. A bow that deals
12d10 lightning damage once per day in a 90-foot line, for example,
probably shouldn't be in the hands of a 6th-level party. Stealing it until
they're, say, level 10 or so presents a...
*HEUGH*
Sorry.
I just vomited all over my shoes.
Break
'em!
A
slightly less douchey move than stealing items is breaking them. The
only real advantage here is that it feels better and more righteous
to go on a quest to repair a magic item than it does to chase down
the asshole the DM used to arbitrarily take away your shit because he
thinks you're a fucking child who can't handle “big kid” toys.
It
also offers the opportunity for instant power balance. In the above
example super-bow, using a creature that, perhaps, siphons magic to
feed could de-power the bow just enough that it's not killing
everything in one hit. Perhaps reduce the damage to 12d6, or 6d10.
Still powerful, but not shredding everything in sight in the first
round of combat. Or maybe use the situation to completely change
things up and shift around the power into something more useable in
everyday matters. Maybe the bow shoots lightning instead of arrows,
now, dealing 1d10+Dex lightning damage all day long, instead of
bursting 12d10 on the first boss that looks at you funny.
Still
don't like it. But I do admit that using it creatively can be
effective.
Give
'em Away!
This
is my favorite option of the quartet, because it involves the most
agency on behalf of the players. It's most-effectively used in
situations where the players have too many magic items and need to
unload. The short version is that you encourage the players to give
some of their magic items away to needy NPCs. The trick of it is
convincing them that giving away any of their hard-earned magical
equipment is a good idea.
This
is a method that really depends on your group. If you have a bunch of
greedy players that hate the idea of giving up any of their items,
even if they can't remember their names, then this is not the route
for you. If, however, you have a group that enjoys role-play and
world-building, then this could actually be—gasp!—fun! Letting
them sort through their magic items and get to know them better will
give them a chance to really choose which ones they like and which
ones they don't. And, in turn, the players making this kind of
donation can lead to benefits should they ever come back. Having the
town throw the players a feast when they return because they were the
ones that gave the town hero the sword used to slay a local bandit
lord can really be a morale booster. Not only will they feel that
their donation mattered, but they will feel truly appreciated because
it was THEIR decision to donate the item in the first place.
Do
Not Pass Go, Do Not Collect 200 GP
No, Ted. You can't even keep your lute. I don't care that the dead guy got to keep his! |
Jailing
players is one of those touchy areas that feels classic, but seems
like a really dickish thing to do in practice. In video games, all of
your stuff ends up conveniently in a chest down the hall for no
reason. Any DM will tell you, however, that this makes no sense. If
the jailers had the wherewithal to capture a bunch of
heavily-outfitted adventurers, they're sure-as-shit not going to keep
their epic equipment in a chest down the hall. They're going to
divide that stuff amongst themselves, or ship it off to their base of
operations, or something else that will leave the players penniless
without any of their cool stuff.
But,
honestly, sometimes that can be a good thing.
Look,
campaigns get out of control. We all know this. Whether it's due to
magic item glut, shoggoth-like convolution in plot threads, or
something else entirely, sometimes you have no choice but to either
quit or soft-reboot the whole thing. Jailing the players and taking
their stuff is a method that, I think, everyone might be comfortable
with. It's a great way to introduce a new villain, establish stakes,
and put the players in a position where they have to think outside
the box and use whatever is available to them to escape. It's
predictable, and definitely not the most creative option out there,
but I still like it, despite its proximity to downright thievery.
In
the End, Does it Even Matter?
The
entire thought process behind Magic Item Glut and avoiding it is that
it becomes a distraction to your game. If it doesn't ever come to
that, then you don't have a problem. It's as simple as that.
Sometimes, being superheroes who can do a million things at once and
take down incredible threats with ease makes for a fun campaign, and
that really just comes down to you and the rest of your crew around
the table. Use my methods, or don't. I'm just presenting ideas that I
hope will help you if you have a problem.
Before
I close here, I thought I'd provide us all with my favorite thing to
come out of this post...
Volcanus,
The Magma Blade.
Weapon
(Unique). Requires Attunement.
This longsword is seemingly normal while sheathed. But once drawn,
its blade is revealed to be composed entirely of slowly-cooling
magma, somehow held in the shape of a blade. It deals fire damage on
attacks, instead of slashing damage. In addition, it has 5 charges.
When you hit an enemy with Volcanus, you can spend 1 or more charges.
The attack deals 1d8 additional fire damage for every charge expended
this way. Once all charges have been expended, the blade is
completely cooled and deals slashing damage until it regains at least
1 charge. The only way to restore charges to Volcanus is by immersing
it in flame. For every 10 minutes the blade spends immersed in a fire
the size of a campfire or larger, it regains 1 charge.
Until
next time, ladies and gentlefolk. Good Gaming.
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