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GameMastery Guide / Rewards / Starting Treasure / Starting with Magic Items

Mighty Items

Source GameMastery Guide pg. 109
Under ordinary circumstances, avoid giving starting PCs magical weapons that would normally be reserved for much higher-level characters. Overpowered items can wreak havoc with your ability to scale encounters to the characters’ capabilities.

As a change of pace, though, a powerful item can drive the premise for a campaign or a series of linked adventures within a campaign. Getting an item that outclasses them leads the PCs into a series of crises. Entities better equipped to use the item hunt them down and try to take it away from them. Political leaders treat them as a destabilizing threat to public order. Do-good sages try to capture the dangerous item and lock it in a vault forever. Meanwhile, the characters realize that they have a goal to achieve or duty to perform that requires them to hold onto the item until certain events occur or conditions are met.

For starting PCs, a major item may be mighty enough to make the plot work. Relics or artifacts, however, carry more cachet and are more likely to be received with a mixture of glee and fear. Create a new artifact for the purpose, or modify an existing one. Limit its number of uses so that the characters can occasionally use it to blow through superior opposition, but can’t rely on it to overcome every obstacle they run up against. The players should have to think hard before pulling it from their arsenal. It might cause additional problems whenever it is used. The item might do collateral damage to surrounding people and buildings, or its use might alert pursuers to the party’s presence.