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I’m DM’ing for six players. How do I realistically distribute magic items and gear without just always having six items sitting there?

Content of the article: "I’m DM’ing for six players. How do I realistically distribute magic items and gear without just always having six items sitting there?"



Hi all. Long time poster, first time asker.

So I'm DM'ing a game for six first-time players. They're all having a lot of fun, thankfully, and are all really engaged in the plot. For the first few sessions throwing out items was pretty simple: they'd find some potions, maybe some exploding ones to use, as well as some mundane magical items just to keep things fun (a modified Alchemy Jug that makes a random silly liquid I roll for or a billowing cape). It worked out well enough because none of the items were powerful, so when they'd stumble across it they'd discuss who gets it and move on.

But now they just hit level three. I have a good number of weak or utility based magical items I want to start passing out to them, but I just can't think of how to do it properly with a larger group. I don't want to be in a situation where they find two really useful items and now two players just have better options than the other four. I'm fearful of ending up in a situation where, say, four players got solid items the session prior, the next session I'm trying to get two more items out there for the remaining two, and by then the other players are wondering when they'll get their cool new items.



One thing I was considering is the idea of items that progress along with them. They don't know it yet but there's going to be some time-loop shenanigans going on (think of the Exo Stranger, for any Destiny fans), so their alternate-time selves have tried, and failed, to do this a few times prior. I'm thinking I could have them find a relic of their past selves (although they won't know what the items are) that gradually grow in power as the game moves onwards, in an attempt at preventing the above issues. Like I intend on having the billowing cape slowly grow in power: it starts off normal, but will eventually become semi-sentient and help defend the wearer, granting +1 AC. At some distant point it will also be a cloak of levitation, allowing them some limited flight (basically Doctor Strange's cloak)

Read more:  Credence

I'm just looking for some insight from more veteran DMs out there who've handled larger groups. Hopefully I explained that all well enough!



Source: reddit.com

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