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Amulet of Health, Another Strong Item
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<blockquote data-quote="keterys" data-source="post: 6364200" data-attributes="member: 43019"><p>So, attunement seems to drastically reduce rarity / increase acceptability of strong items (see Bracers of Defense), which I'm good with in theory, but suspect will turn in practice. Essentially, it only works if there are 3+ strong permanent magic items _per party member_. So it doesn't work at all at low level, nor does it work in lower magic campaigns. Strange.</p><p></p><p>I'm with Kinak that stat replacing items just screws with the system and character creation setup in undesirable ways. The sad thing is that while I can just not give them out in home games I DM, they're already warping the metagame: an amulet of health was in one of the Gen Con adventures, and it generated a lot of discussion over the magic item policy, its balance, who most "deserved" the item - mathematically speaking, organized play's retraining rules ("so if I find this before 5th level I can retrain my Con to an 8-10?"), and how much people could get for the item on ebay.</p><p></p><p>So, that's a thing. I can't wait to see if organized play starts regularly pickpocketing people's necklaces before combat. Cause, hey, that's fun, right? <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="keterys, post: 6364200, member: 43019"] So, attunement seems to drastically reduce rarity / increase acceptability of strong items (see Bracers of Defense), which I'm good with in theory, but suspect will turn in practice. Essentially, it only works if there are 3+ strong permanent magic items _per party member_. So it doesn't work at all at low level, nor does it work in lower magic campaigns. Strange. I'm with Kinak that stat replacing items just screws with the system and character creation setup in undesirable ways. The sad thing is that while I can just not give them out in home games I DM, they're already warping the metagame: an amulet of health was in one of the Gen Con adventures, and it generated a lot of discussion over the magic item policy, its balance, who most "deserved" the item - mathematically speaking, organized play's retraining rules ("so if I find this before 5th level I can retrain my Con to an 8-10?"), and how much people could get for the item on ebay. So, that's a thing. I can't wait to see if organized play starts regularly pickpocketing people's necklaces before combat. Cause, hey, that's fun, right? :) [/QUOTE]
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Amulet of Health, Another Strong Item
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