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I've given my players a lot of magic items. Is it reasonable for me to give them harder encounters?


How rare are magic items and how many should I be handing out?Can players use crafting to improve beloved magic items instead of churning gear?How can players learn the nature of magic items?Should I allow a Wondrous Item on level 1 character creation?Without a magic item economy, what is gold for?Are these homebrew magic items balanced at low levels?What magic items are good to add non-combat versatility at high levels for a fighter?What are the mechanics for special-trigger magic items?How would 15 points point buy affect my game?Reasonable Price/Value for gear-buffing, consumable items?I gave my players far too much wealth and they have far too much power. What do I do to get things back on track?













15












$begingroup$


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?










share|improve this question









$endgroup$








  • 3




    $begingroup$
    Answerers should remember to support their answers by citing relevant evidence or experience, per Good Subjective. (Good question!)
    $endgroup$
    – V2Blast
    11 hours ago






  • 2




    $begingroup$
    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
    11 hours ago






  • 2




    $begingroup$
    @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 hours ago










  • $begingroup$
    Unfortunately, I don't remember all of the specific items I gave my players. Most of them are definitely combat-oriented, though.
    $endgroup$
    – Kevin
    10 hours ago
















15












$begingroup$


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?










share|improve this question









$endgroup$








  • 3




    $begingroup$
    Answerers should remember to support their answers by citing relevant evidence or experience, per Good Subjective. (Good question!)
    $endgroup$
    – V2Blast
    11 hours ago






  • 2




    $begingroup$
    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
    11 hours ago






  • 2




    $begingroup$
    @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 hours ago










  • $begingroup$
    Unfortunately, I don't remember all of the specific items I gave my players. Most of them are definitely combat-oriented, though.
    $endgroup$
    – Kevin
    10 hours ago














15












15








15





$begingroup$


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?










share|improve this question









$endgroup$




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






share|improve this question













share|improve this question











share|improve this question




share|improve this question










asked 12 hours ago









KevinKevin

9371917




9371917








  • 3




    $begingroup$
    Answerers should remember to support their answers by citing relevant evidence or experience, per Good Subjective. (Good question!)
    $endgroup$
    – V2Blast
    11 hours ago






  • 2




    $begingroup$
    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
    11 hours ago






  • 2




    $begingroup$
    @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 hours ago










  • $begingroup$
    Unfortunately, I don't remember all of the specific items I gave my players. Most of them are definitely combat-oriented, though.
    $endgroup$
    – Kevin
    10 hours ago














  • 3




    $begingroup$
    Answerers should remember to support their answers by citing relevant evidence or experience, per Good Subjective. (Good question!)
    $endgroup$
    – V2Blast
    11 hours ago






  • 2




    $begingroup$
    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
    11 hours ago






  • 2




    $begingroup$
    @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 hours ago










  • $begingroup$
    Unfortunately, I don't remember all of the specific items I gave my players. Most of them are definitely combat-oriented, though.
    $endgroup$
    – Kevin
    10 hours ago








3




3




$begingroup$
Answerers should remember to support their answers by citing relevant evidence or experience, per Good Subjective. (Good question!)
$endgroup$
– V2Blast
11 hours ago




$begingroup$
Answerers should remember to support their answers by citing relevant evidence or experience, per Good Subjective. (Good question!)
$endgroup$
– V2Blast
11 hours ago




2




2




$begingroup$
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
11 hours 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
11 hours ago




2




2




$begingroup$
@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 hours 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 hours ago












$begingroup$
Unfortunately, I don't remember all of the specific items I gave my players. Most of them are definitely combat-oriented, though.
$endgroup$
– Kevin
10 hours ago




$begingroup$
Unfortunately, I don't remember all of the specific items I gave my players. Most of them are definitely combat-oriented, though.
$endgroup$
– Kevin
10 hours ago










3 Answers
3






active

oldest

votes


















23












$begingroup$

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)






share|improve this answer









$endgroup$









  • 8




    $begingroup$
    As an aside, don't underestimate sovereign glue. My party has gotten into some sticky situations with that stuff.
    $endgroup$
    – anaximander
    6 hours ago










  • $begingroup$
    @anaximander Our chaotic rogue: "I use sovereign glue on our warrior and stick our mage to him while they're asleep." rolls natural 20 on the check Me: "Well, I guess the mage will have to stick with the warrior for the rest of this game [session]..."
    $endgroup$
    – John Hamilton
    5 hours ago





















12












$begingroup$

I think I have to answer this question with a question:



Are your current encounters challenging the players appropriately?



If yes, then there's no need to increase the difficulty. If they're already getting close to dying in every fight they get in, or if they're blowing all their abilities just to stay alive, then there's no need to make things harder on them.



If no, then you should definitely think about making your encounters harder. I'm in a similar situation with my players. I have been particularly generous with magic items, possibly a little too much. Each player has more items than they can attune to, and our paladin had an AC of 23 at one point. As a result, when they were level 10, they were blowing through CR 11 encounters without breaking a sweat. I had to start using action economy more to my advantage, giving boss monsters additional abilities and Legendary Resistances, and coming up with better tactics for monsters.



Remember, 5e is balanced around the players having no magic items at all and still being able to take on threats at their CR. Players having more magic items than usual is a good a reason as any to make encounters more difficult. Depending on how good these magic items are, you might need to treat them as if they were level 10 or higher - although I'd work up to that, and not just drop a Beholder in their lap with no warning.






share|improve this answer










New contributor




theCerealKillr is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.






$endgroup$





















    2












    $begingroup$

    Don't increase the difficulity. Let the players do this.



    The players have some new item. Thus they grow in power. 5e assumes no (to few) magic itemsAs better answerd here. Eventually, more magic items in a grow means to power of a group grows.



    However, keep in mind the players just bought new items. They want to use them. They want to feel powerful. They want to have an encounter and notice how they don't just survive, but how they survive more easily, and can obliterate a group they struggled with previously.



    You want them to grow more confident. You want them to feel that their magic items help. The reward they got for struggling and adventuring is a true reward. They can now tackle problems they couldn't before. It will bolster their confidence, and now you know you can give them harder enemies.



    My key point is: If you always perfectly compensate for the increased power the players have, they will never move forward. You end putting the players kind in a Red Queen's Race.



    If I buy a Shortsword +1, and after buying every enemy gets buffed by +1 AC, just because I bought the new sword, my purchase doesn't matter. I end up at the same spot, where the effects are canceled out.





    share








    New contributor




    Paaj is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
    Check out our Code of Conduct.






    $endgroup$









    • 1




      $begingroup$
      This is a good point. You want the power curve of the enemy to be staggered in relationship to the players: before they hit a major upgrade, milestone, or magic item, things should be starting to get tough. After they get it, things should be easy for a while. Let them feel badass with their new items. Then, bring the difficulty up to match until their next milestone.
      $endgroup$
      – theCerealKillr
      57 mins ago











    Your Answer





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    3 Answers
    3






    active

    oldest

    votes








    3 Answers
    3






    active

    oldest

    votes









    active

    oldest

    votes






    active

    oldest

    votes









    23












    $begingroup$

    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)






    share|improve this answer









    $endgroup$









    • 8




      $begingroup$
      As an aside, don't underestimate sovereign glue. My party has gotten into some sticky situations with that stuff.
      $endgroup$
      – anaximander
      6 hours ago










    • $begingroup$
      @anaximander Our chaotic rogue: "I use sovereign glue on our warrior and stick our mage to him while they're asleep." rolls natural 20 on the check Me: "Well, I guess the mage will have to stick with the warrior for the rest of this game [session]..."
      $endgroup$
      – John Hamilton
      5 hours ago


















    23












    $begingroup$

    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)






    share|improve this answer









    $endgroup$









    • 8




      $begingroup$
      As an aside, don't underestimate sovereign glue. My party has gotten into some sticky situations with that stuff.
      $endgroup$
      – anaximander
      6 hours ago










    • $begingroup$
      @anaximander Our chaotic rogue: "I use sovereign glue on our warrior and stick our mage to him while they're asleep." rolls natural 20 on the check Me: "Well, I guess the mage will have to stick with the warrior for the rest of this game [session]..."
      $endgroup$
      – John Hamilton
      5 hours ago
















    23












    23








    23





    $begingroup$

    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)






    share|improve this answer









    $endgroup$



    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)







    share|improve this answer












    share|improve this answer



    share|improve this answer










    answered 11 hours ago









    Dan BDan B

    37.9k869145




    37.9k869145








    • 8




      $begingroup$
      As an aside, don't underestimate sovereign glue. My party has gotten into some sticky situations with that stuff.
      $endgroup$
      – anaximander
      6 hours ago










    • $begingroup$
      @anaximander Our chaotic rogue: "I use sovereign glue on our warrior and stick our mage to him while they're asleep." rolls natural 20 on the check Me: "Well, I guess the mage will have to stick with the warrior for the rest of this game [session]..."
      $endgroup$
      – John Hamilton
      5 hours ago
















    • 8




      $begingroup$
      As an aside, don't underestimate sovereign glue. My party has gotten into some sticky situations with that stuff.
      $endgroup$
      – anaximander
      6 hours ago










    • $begingroup$
      @anaximander Our chaotic rogue: "I use sovereign glue on our warrior and stick our mage to him while they're asleep." rolls natural 20 on the check Me: "Well, I guess the mage will have to stick with the warrior for the rest of this game [session]..."
      $endgroup$
      – John Hamilton
      5 hours ago










    8




    8




    $begingroup$
    As an aside, don't underestimate sovereign glue. My party has gotten into some sticky situations with that stuff.
    $endgroup$
    – anaximander
    6 hours ago




    $begingroup$
    As an aside, don't underestimate sovereign glue. My party has gotten into some sticky situations with that stuff.
    $endgroup$
    – anaximander
    6 hours ago












    $begingroup$
    @anaximander Our chaotic rogue: "I use sovereign glue on our warrior and stick our mage to him while they're asleep." rolls natural 20 on the check Me: "Well, I guess the mage will have to stick with the warrior for the rest of this game [session]..."
    $endgroup$
    – John Hamilton
    5 hours ago






    $begingroup$
    @anaximander Our chaotic rogue: "I use sovereign glue on our warrior and stick our mage to him while they're asleep." rolls natural 20 on the check Me: "Well, I guess the mage will have to stick with the warrior for the rest of this game [session]..."
    $endgroup$
    – John Hamilton
    5 hours ago















    12












    $begingroup$

    I think I have to answer this question with a question:



    Are your current encounters challenging the players appropriately?



    If yes, then there's no need to increase the difficulty. If they're already getting close to dying in every fight they get in, or if they're blowing all their abilities just to stay alive, then there's no need to make things harder on them.



    If no, then you should definitely think about making your encounters harder. I'm in a similar situation with my players. I have been particularly generous with magic items, possibly a little too much. Each player has more items than they can attune to, and our paladin had an AC of 23 at one point. As a result, when they were level 10, they were blowing through CR 11 encounters without breaking a sweat. I had to start using action economy more to my advantage, giving boss monsters additional abilities and Legendary Resistances, and coming up with better tactics for monsters.



    Remember, 5e is balanced around the players having no magic items at all and still being able to take on threats at their CR. Players having more magic items than usual is a good a reason as any to make encounters more difficult. Depending on how good these magic items are, you might need to treat them as if they were level 10 or higher - although I'd work up to that, and not just drop a Beholder in their lap with no warning.






    share|improve this answer










    New contributor




    theCerealKillr is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
    Check out our Code of Conduct.






    $endgroup$


















      12












      $begingroup$

      I think I have to answer this question with a question:



      Are your current encounters challenging the players appropriately?



      If yes, then there's no need to increase the difficulty. If they're already getting close to dying in every fight they get in, or if they're blowing all their abilities just to stay alive, then there's no need to make things harder on them.



      If no, then you should definitely think about making your encounters harder. I'm in a similar situation with my players. I have been particularly generous with magic items, possibly a little too much. Each player has more items than they can attune to, and our paladin had an AC of 23 at one point. As a result, when they were level 10, they were blowing through CR 11 encounters without breaking a sweat. I had to start using action economy more to my advantage, giving boss monsters additional abilities and Legendary Resistances, and coming up with better tactics for monsters.



      Remember, 5e is balanced around the players having no magic items at all and still being able to take on threats at their CR. Players having more magic items than usual is a good a reason as any to make encounters more difficult. Depending on how good these magic items are, you might need to treat them as if they were level 10 or higher - although I'd work up to that, and not just drop a Beholder in their lap with no warning.






      share|improve this answer










      New contributor




      theCerealKillr is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
      Check out our Code of Conduct.






      $endgroup$
















        12












        12








        12





        $begingroup$

        I think I have to answer this question with a question:



        Are your current encounters challenging the players appropriately?



        If yes, then there's no need to increase the difficulty. If they're already getting close to dying in every fight they get in, or if they're blowing all their abilities just to stay alive, then there's no need to make things harder on them.



        If no, then you should definitely think about making your encounters harder. I'm in a similar situation with my players. I have been particularly generous with magic items, possibly a little too much. Each player has more items than they can attune to, and our paladin had an AC of 23 at one point. As a result, when they were level 10, they were blowing through CR 11 encounters without breaking a sweat. I had to start using action economy more to my advantage, giving boss monsters additional abilities and Legendary Resistances, and coming up with better tactics for monsters.



        Remember, 5e is balanced around the players having no magic items at all and still being able to take on threats at their CR. Players having more magic items than usual is a good a reason as any to make encounters more difficult. Depending on how good these magic items are, you might need to treat them as if they were level 10 or higher - although I'd work up to that, and not just drop a Beholder in their lap with no warning.






        share|improve this answer










        New contributor




        theCerealKillr is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
        Check out our Code of Conduct.






        $endgroup$



        I think I have to answer this question with a question:



        Are your current encounters challenging the players appropriately?



        If yes, then there's no need to increase the difficulty. If they're already getting close to dying in every fight they get in, or if they're blowing all their abilities just to stay alive, then there's no need to make things harder on them.



        If no, then you should definitely think about making your encounters harder. I'm in a similar situation with my players. I have been particularly generous with magic items, possibly a little too much. Each player has more items than they can attune to, and our paladin had an AC of 23 at one point. As a result, when they were level 10, they were blowing through CR 11 encounters without breaking a sweat. I had to start using action economy more to my advantage, giving boss monsters additional abilities and Legendary Resistances, and coming up with better tactics for monsters.



        Remember, 5e is balanced around the players having no magic items at all and still being able to take on threats at their CR. Players having more magic items than usual is a good a reason as any to make encounters more difficult. Depending on how good these magic items are, you might need to treat them as if they were level 10 or higher - although I'd work up to that, and not just drop a Beholder in their lap with no warning.







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        edited 9 hours ago





















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        answered 10 hours ago









        theCerealKillrtheCerealKillr

        561515




        561515




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            2












            $begingroup$

            Don't increase the difficulity. Let the players do this.



            The players have some new item. Thus they grow in power. 5e assumes no (to few) magic itemsAs better answerd here. Eventually, more magic items in a grow means to power of a group grows.



            However, keep in mind the players just bought new items. They want to use them. They want to feel powerful. They want to have an encounter and notice how they don't just survive, but how they survive more easily, and can obliterate a group they struggled with previously.



            You want them to grow more confident. You want them to feel that their magic items help. The reward they got for struggling and adventuring is a true reward. They can now tackle problems they couldn't before. It will bolster their confidence, and now you know you can give them harder enemies.



            My key point is: If you always perfectly compensate for the increased power the players have, they will never move forward. You end putting the players kind in a Red Queen's Race.



            If I buy a Shortsword +1, and after buying every enemy gets buffed by +1 AC, just because I bought the new sword, my purchase doesn't matter. I end up at the same spot, where the effects are canceled out.





            share








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            $endgroup$









            • 1




              $begingroup$
              This is a good point. You want the power curve of the enemy to be staggered in relationship to the players: before they hit a major upgrade, milestone, or magic item, things should be starting to get tough. After they get it, things should be easy for a while. Let them feel badass with their new items. Then, bring the difficulty up to match until their next milestone.
              $endgroup$
              – theCerealKillr
              57 mins ago
















            2












            $begingroup$

            Don't increase the difficulity. Let the players do this.



            The players have some new item. Thus they grow in power. 5e assumes no (to few) magic itemsAs better answerd here. Eventually, more magic items in a grow means to power of a group grows.



            However, keep in mind the players just bought new items. They want to use them. They want to feel powerful. They want to have an encounter and notice how they don't just survive, but how they survive more easily, and can obliterate a group they struggled with previously.



            You want them to grow more confident. You want them to feel that their magic items help. The reward they got for struggling and adventuring is a true reward. They can now tackle problems they couldn't before. It will bolster their confidence, and now you know you can give them harder enemies.



            My key point is: If you always perfectly compensate for the increased power the players have, they will never move forward. You end putting the players kind in a Red Queen's Race.



            If I buy a Shortsword +1, and after buying every enemy gets buffed by +1 AC, just because I bought the new sword, my purchase doesn't matter. I end up at the same spot, where the effects are canceled out.





            share








            New contributor




            Paaj is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
            Check out our Code of Conduct.






            $endgroup$









            • 1




              $begingroup$
              This is a good point. You want the power curve of the enemy to be staggered in relationship to the players: before they hit a major upgrade, milestone, or magic item, things should be starting to get tough. After they get it, things should be easy for a while. Let them feel badass with their new items. Then, bring the difficulty up to match until their next milestone.
              $endgroup$
              – theCerealKillr
              57 mins ago














            2












            2








            2





            $begingroup$

            Don't increase the difficulity. Let the players do this.



            The players have some new item. Thus they grow in power. 5e assumes no (to few) magic itemsAs better answerd here. Eventually, more magic items in a grow means to power of a group grows.



            However, keep in mind the players just bought new items. They want to use them. They want to feel powerful. They want to have an encounter and notice how they don't just survive, but how they survive more easily, and can obliterate a group they struggled with previously.



            You want them to grow more confident. You want them to feel that their magic items help. The reward they got for struggling and adventuring is a true reward. They can now tackle problems they couldn't before. It will bolster their confidence, and now you know you can give them harder enemies.



            My key point is: If you always perfectly compensate for the increased power the players have, they will never move forward. You end putting the players kind in a Red Queen's Race.



            If I buy a Shortsword +1, and after buying every enemy gets buffed by +1 AC, just because I bought the new sword, my purchase doesn't matter. I end up at the same spot, where the effects are canceled out.





            share








            New contributor




            Paaj is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
            Check out our Code of Conduct.






            $endgroup$



            Don't increase the difficulity. Let the players do this.



            The players have some new item. Thus they grow in power. 5e assumes no (to few) magic itemsAs better answerd here. Eventually, more magic items in a grow means to power of a group grows.



            However, keep in mind the players just bought new items. They want to use them. They want to feel powerful. They want to have an encounter and notice how they don't just survive, but how they survive more easily, and can obliterate a group they struggled with previously.



            You want them to grow more confident. You want them to feel that their magic items help. The reward they got for struggling and adventuring is a true reward. They can now tackle problems they couldn't before. It will bolster their confidence, and now you know you can give them harder enemies.



            My key point is: If you always perfectly compensate for the increased power the players have, they will never move forward. You end putting the players kind in a Red Queen's Race.



            If I buy a Shortsword +1, and after buying every enemy gets buffed by +1 AC, just because I bought the new sword, my purchase doesn't matter. I end up at the same spot, where the effects are canceled out.






            share








            New contributor




            Paaj is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
            Check out our Code of Conduct.








            share


            share






            New contributor




            Paaj is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
            Check out our Code of Conduct.









            answered 1 hour ago









            PaajPaaj

            211




            211




            New contributor




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            New contributor





            Paaj is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
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            Paaj is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
            Check out our Code of Conduct.








            • 1




              $begingroup$
              This is a good point. You want the power curve of the enemy to be staggered in relationship to the players: before they hit a major upgrade, milestone, or magic item, things should be starting to get tough. After they get it, things should be easy for a while. Let them feel badass with their new items. Then, bring the difficulty up to match until their next milestone.
              $endgroup$
              – theCerealKillr
              57 mins ago














            • 1




              $begingroup$
              This is a good point. You want the power curve of the enemy to be staggered in relationship to the players: before they hit a major upgrade, milestone, or magic item, things should be starting to get tough. After they get it, things should be easy for a while. Let them feel badass with their new items. Then, bring the difficulty up to match until their next milestone.
              $endgroup$
              – theCerealKillr
              57 mins ago








            1




            1




            $begingroup$
            This is a good point. You want the power curve of the enemy to be staggered in relationship to the players: before they hit a major upgrade, milestone, or magic item, things should be starting to get tough. After they get it, things should be easy for a while. Let them feel badass with their new items. Then, bring the difficulty up to match until their next milestone.
            $endgroup$
            – theCerealKillr
            57 mins ago




            $begingroup$
            This is a good point. You want the power curve of the enemy to be staggered in relationship to the players: before they hit a major upgrade, milestone, or magic item, things should be starting to get tough. After they get it, things should be easy for a while. Let them feel badass with their new items. Then, bring the difficulty up to match until their next milestone.
            $endgroup$
            – theCerealKillr
            57 mins ago


















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