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Dissapointed with Attunement
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<blockquote data-quote="Sadras" data-source="post: 6033912" data-attributes="member: 6688277"><p>The rule is not arbitrary its based on your character's charisma which is very apt given all that charisma oversees. Remember back in the day we had intelligent weapons with Egos - part of that Ego included the charisma of the weapon. So the designers have given a small perk to those investing in charisma, reflecting perhaps a strong personality, which allows the character to "manipulate" the energies/egos of conflicting magical items.</p><p> </p><p>In addition, raw magical energies, used by the sorcerer require charisma - so what better attribute than charisma to control the surrounding energies of magical items. It makes more sense than any other ability.</p><p> </p><p>Perhaps the story goes that you may use unlimited magical items from the same crafter, but when 2 or more magical items from different origins/crafters come into contact with each other - the energies become conflicted, based on the way they were made...etc</p><p> </p><p></p><p> </p><p>That would satisfy you, but there are others out there who challenge the designers that the game is not complete and that a number should have been stipulated and that they dont pay monies for advice columns and suggestions but for complete games. I've seen this kind of argument on these forums. Rediculous but true. </p><p> </p><p>It would be much easier to provide a number with a story attached to it, and then make suggestions/advice separately which explain to DMs how to empower themselves and define magic within their own settings and change the ruling as they see fit. That to me, would please both camps.</p><p> </p><p>However on the 10 minute attunement, personally I'm not much of a fan. I think the attunement concept is a nice touch with many interesting branches to explore, just not a fan of the 10 minute duration. Its open for abuse without more regulation.</p></blockquote><p></p>
[QUOTE="Sadras, post: 6033912, member: 6688277"] The rule is not arbitrary its based on your character's charisma which is very apt given all that charisma oversees. Remember back in the day we had intelligent weapons with Egos - part of that Ego included the charisma of the weapon. So the designers have given a small perk to those investing in charisma, reflecting perhaps a strong personality, which allows the character to "manipulate" the energies/egos of conflicting magical items. In addition, raw magical energies, used by the sorcerer require charisma - so what better attribute than charisma to control the surrounding energies of magical items. It makes more sense than any other ability. Perhaps the story goes that you may use unlimited magical items from the same crafter, but when 2 or more magical items from different origins/crafters come into contact with each other - the energies become conflicted, based on the way they were made...etc That would satisfy you, but there are others out there who challenge the designers that the game is not complete and that a number should have been stipulated and that they dont pay monies for advice columns and suggestions but for complete games. I've seen this kind of argument on these forums. Rediculous but true. It would be much easier to provide a number with a story attached to it, and then make suggestions/advice separately which explain to DMs how to empower themselves and define magic within their own settings and change the ruling as they see fit. That to me, would please both camps. However on the 10 minute attunement, personally I'm not much of a fan. I think the attunement concept is a nice touch with many interesting branches to explore, just not a fan of the 10 minute duration. Its open for abuse without more regulation. [/QUOTE]
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