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

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


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?













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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?










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  • 2




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
















4












$begingroup$


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









$endgroup$








  • 2




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














4












4








4





$begingroup$


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






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asked 33 mins ago









KevinKevin

8821915




8821915








  • 2




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














  • 2




    $begingroup$
    Answerers should remember to support their answers by citing relevant evidence or experience, per Good Subjective. (Good question!)
    $endgroup$
    – V2Blast
    16 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
16 mins ago




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










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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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    1 Answer
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    5












    $begingroup$

    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









    $endgroup$


















      5












      $begingroup$

      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









      $endgroup$
















        5












        5








        5





        $begingroup$

        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 26 mins ago









        Dan BDan B

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        37.8k869144






























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