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Dissapointed with Attunement
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<blockquote data-quote="GreyICE" data-source="post: 6034033" data-attributes="member: 6684526"><p>[MENTION=2067]Kamikaze Midget[/MENTION]: I think you're being completely disingenuous here. The attunement rules are not "pointless" like you described them. They have a very clear point - to limit the number of math-affecting magic items a player can use. </p><p></p><p>3E and to a lesser extent 4E both had a "magical christmas tree" effect, where players had more magic items than you can shake a stick at run in anywhere close to their default configuration by high levels. 4E tried very hard to stem the effect, but it too failed. And the Magical Christmas Tree is heavily disliked. </p><p></p><p>At the same time, we want magic items in the game. If we get 1 per 3 levels (a rate that is quite slow compared to 3E or 4E) we would end up with a good 6-7 magic items at level 20, which is the same goddamn Christmas Tree that we all know and hate.</p><p></p><p>If we want magic items to keep the game fresh, but we also want to prevent Christmas Trees, this seems like a very solid solution. </p><p></p><p>Magic items may not be a default assumption of the game, but you can still make allowances. "If the entire party has 1-2 magic items they can be treated as a party 1 level higher, if they all have 3, treat them as a party 2 levels higher." See? I just made a rule of thumb to help DMs with encounter design even though the magic items are not necessarily balanced into system math. </p><p></p><p>There's no need to torture a DM just because he or she decided that magic items were fun and cool to have in a campaign.</p></blockquote><p></p>
[QUOTE="GreyICE, post: 6034033, member: 6684526"] [MENTION=2067]Kamikaze Midget[/MENTION]: I think you're being completely disingenuous here. The attunement rules are not "pointless" like you described them. They have a very clear point - to limit the number of math-affecting magic items a player can use. 3E and to a lesser extent 4E both had a "magical christmas tree" effect, where players had more magic items than you can shake a stick at run in anywhere close to their default configuration by high levels. 4E tried very hard to stem the effect, but it too failed. And the Magical Christmas Tree is heavily disliked. At the same time, we want magic items in the game. If we get 1 per 3 levels (a rate that is quite slow compared to 3E or 4E) we would end up with a good 6-7 magic items at level 20, which is the same goddamn Christmas Tree that we all know and hate. If we want magic items to keep the game fresh, but we also want to prevent Christmas Trees, this seems like a very solid solution. Magic items may not be a default assumption of the game, but you can still make allowances. "If the entire party has 1-2 magic items they can be treated as a party 1 level higher, if they all have 3, treat them as a party 2 levels higher." See? I just made a rule of thumb to help DMs with encounter design even though the magic items are not necessarily balanced into system math. There's no need to torture a DM just because he or she decided that magic items were fun and cool to have in a campaign. [/QUOTE]
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