[RPG] How to deal with the previous DM’s broken homebrew items

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I joined a campaign around the start of paragon tier and now at level 17 the DM is unfortunately moving away. I'm the only one who's DMed before so I was chosen to take over after he's gone. The biggest problem is that he has introduced a fair number of outrageously powerful homebrew items. As an example last encounter we got a staff that gave +20 attack and +7 damage and ignored all resistances. The distribution of these items also hasn't been equal, the ranger has gotten nothing but enchanted arrows while the bard quite literally has more than 2000 health at level 17. Our attack values range from +20 to +70 and the defenses have a similar ranges. The previous DM basically made every encounter feature gods that have attack and defense in the 100+ range then openly talked about he had to nerf them down to our level. I have no idea how to make encounters work with these numbers but don't want to make the characters that rely heavily on these mechanics have to completely rebuild their character's item set. Is there any good way to handle this?

Best Answer

Talk to your players as people

"Hey guys, so I'm taking over to finish out this campaign. You know and I know that this game is already complicated enough, and the previous DM did a lot of game design with math the books don't support at all, and I'm not going to be able to match or meet that. So here's what we're gonna do - I'm going to downstat the items to powerful but within tolerances for what the books support. This also means if you're fighting gods or whatever they, too, will not have +100 Attack Bonuses or 10,000 hitpoints or so on. It'll be proportional, and I'll try to get you some fun encounters and a good story. That's what I can do."

If the players aren't happy with that, then everyone can save each other's time - you can't run on the previous GM's weird math, even if you tried, and they won't have a good time watching you flail in the dark on how to do so. If the players are only there because "More hitpoints = more awesome" I don't really think there was much of a game to begin with.

Tell them what you're facing and if they're ok with it, you can have a great game continuing onward, it's just going to work better when you've got math the books support, the forums and all the other players out there with expertise, can give you advice on.

"Nerfing" down-stat-ing, etc.

You can basically pull weapons from the DMG and use those stats. Given how over the top the game has been, I would consider maybe giving items an extra feature or allow it to do something really powerful but a limited amount of times.

"Ok, so the staff is using the highest magical weapon stats you'd normally get, and I'm giving it a daily power to ignore resistances for 3 combat rounds. Not all the time, but you can figure out when you want to use it and it's still really powerful!"

Party Balance!

If some of the characters are vastly underpowered compared to others after you've done the downstats, which, by the way, you can now compare using the core rules now that everything isn't in super-high math mode, you can look at what kinds of weapons/armor/etc. will even out the party.

They've been fighting Gods, I'm pretty sure they can find, have gifted, or something other magic items to round that out.

Monsters! Threats!

There's a lot of people who have written about "reskinning" monsters in 4E. "Reskin" basically means you change the description of the monster, but keep the same math. The example I remember was someone having demons that were simply using the math and stats for goblins. "I'm fighting hordes of demons!" etc.

You're going to do the same thing here for the gods or whatever the players face next.

If you want to change anything to keep the epic feel, I'd consider downgrading the hardness/hitpoints for inanimate objects and scenery. Instead of epic gods doing 300 points of damage, they can do the appropriate 17th level damage but things like castle walls, giant boulders, etc. might have 1/2 or 1/4th their normal hitpoints - meaning the monsters and the uber weapons the characters are wielding all blow through these things and keep that feeling of mythical damage and power without having to make you design new math for the game.

What makes fights fun in 4E is great environments and staged monster fights with fun gimmicks, not bigger numbers. So focus on those things and that's where you'll find more fun to be had.