What do you guys think about magic items in these one shots? I feel magic items are, to a small extent, expected, but technically the designers of D&D 5e admitted that they are always a boost because the game was balanced around no magic items. Despite that, magic items are often expected by both players and DMs.
Also, I'm thinking for the next one shot that I will allow more magic items, since it will be level 15, but specifically making a distinction between "permanent" and "consumable" magic items. Also, I'm thinking of allowing everyone to have one "consumable" very rare magic item, but the party as a whole can share 1 very rare "permanent" magic item, that way the party can have one that they all feel they benefit from, or they might be able to make a strategy and agree "this strategy will work best if the barbarian has x" and if they all agree then that player get the item, but only because the party agreed it would benefit everyone.
Here is what I'm thinking for character creation
[ +- ] Character Creation Rules
Every player gets magic items of their choice as seen below:
Rarity Type Amount
Uncommon Consumible 3
Uncommon Permanent 2
Rare Consumable 2
Rare Permanent 1
Very Rare Consumable 1
*Note: Consumable means something like a potion or spell scroll that can never be used again after used. Permanent means it can be used over and over, even if it has charges that can run out as long as the charges recharge. If it has charges that recharge daily at dawn/dusk, it is permanent, not consumable. If you don't know what consumable to get, get more potions of healing (uncommon = 2d4+2/10, rare = 4d4+4/20, very rare = 8d4+8/40).
Every player also gets 3 potions of superior healing (8d4+8 / 40). I normally go by "potions always take an action but heal max, no rolling". I'll be using that rule, but if it is a healing potion you can drink it as a bonus action, but then you are rolling for the amount of healing (8d4+8). If you can save them for out of combat healing, you'll get more bang for your buck/gold (40 guaranteed). If you force feed a potion to someone who is unconscious, it is counted as using an action and thus they get the 40 hit points.
The party also gets 1 permanent very rare magic item, but instead of each player getting one this is something the party must decide on. A majority of the players must agree what the item is and who has it by default, but there is only 1 permanent very rare magic item for the party to share.
There are some limitation on magic items, however:
1. All magic items must be approved. This will happen 99% of the time, but it helps me know what is in play and be aware of any dangerous combination.
2. Please do not pick magic items that stack well together. For example, a potion of fire giant strength on a character using a +2 weapon means +4. Yes, one is consumable, but bounded accuracy is not expecting a +4, especially if someone is also casting bless on you.
3. Magic items that allow flight are not allowed, HOWEVER, there is a custom magic item I will allow players to choose: Ring of Flight (Rare, requires attunement). It has 7 charges and allows the wearer to cast Fly on themself (self only) with 1 charge, regaining 1d6+1 charges daily at dawn. If somehow the ring is removed, the spell ends early. This way the flight is balanced around concentration.