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DM advice: Necromancers, Undead, and Attunement
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<blockquote data-quote="Hawk Diesel" data-source="post: 7261716" data-attributes="member: 59848"><p>Yes, true that it technically only lasts 24 hours and after that skeleton will act on its own accord. But even then I don't see skeletons being capable of attuning to or effectively using magic items that grant anything more than passive enhancements.</p><p></p><p>And personally, I would rule something similar with dominated humans. For me, the component of will is necessary to activate magic and shape it. Once someone's will is taken from them, they can no longer attune new items (but I would say any items already attuned would continue to function, since the magic has already been activated and once done, the magic is already shaped and self-sustaining). A thrall (such as a GOO warlock can create) is also different. Personally, I would say such creatures have been corrupted to the point that they do have will and can attune, but it has been twisted to submit to the controlling entity.</p><p></p><p>I also recognize this stance creates a slippery slope with spellcasting. But one could say that the ability to create a well of power for spell creation and the learning to shape spells with an action was the initial will needed to get the magic, and once yours it becomes a part of you. Or you could say that because the magic of magic items is more external or not native to you makes the need for will to shape, control, and command it more necessary. </p><p></p><p>Of course, these are all my interpretations. While there is certainly nothing in RAW that I am aware of that would prohibit a skeleton from attuning to a magic item, it is also true that this edition was specifically made to give more ability for the DM to adjudicate his/her own interpretations. Based on how skeletons and zombies have been treated in previous editions as mindless undead and lacking any kind of will of their own, I think that may color how people (or at least I) interpret RAI, which does not always line up well with RAW.</p><p></p><p>I'm less concerned about the balance aspect. But I do worry about the aspect of fun for the players at the table. If it is more fun for everyone that skeletons and minions can attune to items and you are capable as a DM to handle that power to keep the players challenged, then go for it. But if other players start becoming annoyed or feel it is starting to become unfair that the necromancer is controlling very worthy guards rather than disposable cannon fodder (as I believe undead minions are generally supposed to function), and this begins to steal away from the other players as feeling the spotlight taken from them, then it's worth a conversation with the table as to how people feel and whether some kind of compromise or alternative ruling is more fair.</p></blockquote><p></p>
[QUOTE="Hawk Diesel, post: 7261716, member: 59848"] Yes, true that it technically only lasts 24 hours and after that skeleton will act on its own accord. But even then I don't see skeletons being capable of attuning to or effectively using magic items that grant anything more than passive enhancements. And personally, I would rule something similar with dominated humans. For me, the component of will is necessary to activate magic and shape it. Once someone's will is taken from them, they can no longer attune new items (but I would say any items already attuned would continue to function, since the magic has already been activated and once done, the magic is already shaped and self-sustaining). A thrall (such as a GOO warlock can create) is also different. Personally, I would say such creatures have been corrupted to the point that they do have will and can attune, but it has been twisted to submit to the controlling entity. I also recognize this stance creates a slippery slope with spellcasting. But one could say that the ability to create a well of power for spell creation and the learning to shape spells with an action was the initial will needed to get the magic, and once yours it becomes a part of you. Or you could say that because the magic of magic items is more external or not native to you makes the need for will to shape, control, and command it more necessary. Of course, these are all my interpretations. While there is certainly nothing in RAW that I am aware of that would prohibit a skeleton from attuning to a magic item, it is also true that this edition was specifically made to give more ability for the DM to adjudicate his/her own interpretations. Based on how skeletons and zombies have been treated in previous editions as mindless undead and lacking any kind of will of their own, I think that may color how people (or at least I) interpret RAI, which does not always line up well with RAW. I'm less concerned about the balance aspect. But I do worry about the aspect of fun for the players at the table. If it is more fun for everyone that skeletons and minions can attune to items and you are capable as a DM to handle that power to keep the players challenged, then go for it. But if other players start becoming annoyed or feel it is starting to become unfair that the necromancer is controlling very worthy guards rather than disposable cannon fodder (as I believe undead minions are generally supposed to function), and this begins to steal away from the other players as feeling the spotlight taken from them, then it's worth a conversation with the table as to how people feel and whether some kind of compromise or alternative ruling is more fair. [/QUOTE]
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