[RPG] DM adds overly powerful homebrew items to published adventures

dnd-5emagic-itemsproblem-gmpublished-adventurestreasure

I think it might be similar to this question but from a player's perspective.

We have a fantastic DM. He does a great job at running through the WotC content. We finished Phandelin and are going through PotA now. The issue is whenever he homebrews an item (which seems to be often), it is OP broken.

Keep in mind that we are all level 5 now, and started at level 1. In the past adventures, our paladin started with a +4 longsword. We tried to explain how powerful/expensive that would be, but it was to no avail. He handed out a ruby that was about 3 feet in diameter at some point. The latest thing was a one-handed, light, versatile non-magical weapon that does 2d6 damage. Not extreme, but similar weapons are 1d6… so it's almost like having a small maul with full damage or an autocritting short sword.

Now, what is the problem? I guess I am worried that these items will eliminate the challenge from the encounters we face. Perhaps we, at level 5, will be able to take down CR 20s and breeze through all the content?

I've attempted to talk to the DM already, making it clear that he does a great job at everything else, but he says things like, "Oh…" or just deny that they are that powerful, and he won't budge. I think he doesn't want to retcon anything.

Is there a point I'm missing? What else can I do?

Best Answer

OP Isn't Always OP

Some DMs don't do balance well, and then you plow through stuff too easily and can't enjoy the game. Others build their players characters up to add more power, but also take that into account in encounters. Matt Mercer, from Critical Role, is one of the later. If you watch the game, you'll see the magic items and such that his players use are crazy powerful, but then he modifies almost every monster to deal more damage and have more life. It isn't uncommon for a player or two to reach 0HP and get knocked out.

When OP is OP

Games are meant to be fun. If the game balance doesn't feel right, like one character is getting all the action, or the monsters are more like wet sheets of paper than threats, then you do have a problem.

DM Gives Items, But Players Don't Have to Use Them

It is the DM's duty to decide what items the party gets. But how the party uses those items is up to the party. So, if the DM doesn't stop trowing in weapons that are game breaking without changes to the encounters, you could always choose to put the OP items in an "emergency kit" that you only touch if things start to seem dangerous enough to the party to warrant them. This would require the players to agree, in character, to this plan -- or it won't work; and you have to have similar ideas about what an emergency is. If the DM takes offense that you're not using them, it might cause another conversation which might show more progress than the last.