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Increasing/Modifying Attunement
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<blockquote data-quote="Kinematics" data-source="post: 8328073" data-attributes="member: 6932123"><p>I hadn't considered the balance between casters and non-casters before. It's an interesting tweak.</p><p></p><p>Most games I'm in, we use the proficiency = attunement slots method. If you were trying to balance for available magic, I might consider doing that plus +1 for non-casters, +0 for half-casters, and -1 for full casters. ⅓ casters would count as their base non-caster for these purposes. For multiclassing, I'd probably just use whatever the highest-leveled class was to determine the effect.</p><p></p><p>So.... <fiddle, fiddle> Here's a table.</p><p>[SPOILER="Attunement Table"]</p><table style='width: 100%'><tr><td><strong>Level</strong></td><td><strong>Non-caster</strong></td><td><strong>Half-caster</strong></td><td><strong>Full-caster</strong></td></tr><tr><td>1</td><td>3</td><td>2</td><td>1</td></tr><tr><td>2</td><td>3</td><td>2</td><td>1</td></tr><tr><td>3</td><td>3</td><td>2</td><td>1</td></tr><tr><td>4</td><td>3</td><td>2</td><td>1</td></tr><tr><td>5</td><td>4</td><td>3</td><td>2</td></tr><tr><td>6</td><td>4</td><td>3</td><td>2</td></tr><tr><td>7</td><td>4</td><td>3</td><td>2</td></tr><tr><td>8</td><td>4</td><td>3</td><td>2</td></tr><tr><td>9</td><td>5</td><td>4</td><td>3</td></tr><tr><td>10</td><td>5</td><td>4</td><td>3</td></tr><tr><td>11</td><td>5</td><td>4</td><td>3</td></tr><tr><td>12</td><td>5</td><td>4</td><td>3</td></tr><tr><td>13</td><td>6</td><td>5</td><td>4</td></tr><tr><td>14</td><td>6</td><td>5</td><td>4</td></tr><tr><td>15</td><td>6</td><td>5</td><td>4</td></tr><tr><td>16</td><td>6</td><td>5</td><td>4</td></tr><tr><td>17</td><td>7</td><td>6</td><td>5</td></tr><tr><td>18</td><td>7</td><td>6</td><td>5</td></tr><tr><td>19</td><td>7</td><td>6</td><td>5</td></tr><tr><td>20</td><td>7</td><td>6</td><td>5</td></tr></table><p>[/SPOILER]</p><p></p><p>Honestly, I'm not sure I'd be happy with that. It's not much of a shift from the proficiency total, and in the "prime time" range of level 5-12 it's not <em>too</em> disruptive, but it still feels a bit improper, and at the upper levels perhaps a little excessive.</p><p></p><p>I do like the idea of treating a "set" of items as only taking one attunement slot. One friend of mine got a set of gear that altogether took something like 6 attunement slots, not even counting the gear he already had. (We were playing a Pathfinder module converted to 5E.) He ended up using only 2 or 3 items, and it just felt like a complete waste.</p><p></p><p>Even if it hadn't been an issue of system conversion problems, the idea of a set of magic items that are designed to work together on a common theme should be a cool and exciting thing to encounter, not a "Oops, you can't do that because 5E."</p></blockquote><p></p>
[QUOTE="Kinematics, post: 8328073, member: 6932123"] I hadn't considered the balance between casters and non-casters before. It's an interesting tweak. Most games I'm in, we use the proficiency = attunement slots method. If you were trying to balance for available magic, I might consider doing that plus +1 for non-casters, +0 for half-casters, and -1 for full casters. ⅓ casters would count as their base non-caster for these purposes. For multiclassing, I'd probably just use whatever the highest-leveled class was to determine the effect. So.... <fiddle, fiddle> Here's a table. [SPOILER="Attunement Table"] [TABLE] [TR] [TD][B]Level[/B][/TD] [TD][B]Non-caster[/B][/TD] [TD][B]Half-caster[/B][/TD] [TD][B]Full-caster[/B][/TD] [/TR] [TR] [TD]1[/TD] [TD]3[/TD] [TD]2[/TD] [TD]1[/TD] [/TR] [TR] [TD]2[/TD] [TD]3[/TD] [TD]2[/TD] [TD]1[/TD] [/TR] [TR] [TD]3[/TD] [TD]3[/TD] [TD]2[/TD] [TD]1[/TD] [/TR] [TR] [TD]4[/TD] [TD]3[/TD] [TD]2[/TD] [TD]1[/TD] [/TR] [TR] [TD]5[/TD] [TD]4[/TD] [TD]3[/TD] [TD]2[/TD] [/TR] [TR] [TD]6[/TD] [TD]4[/TD] [TD]3[/TD] [TD]2[/TD] [/TR] [TR] [TD]7[/TD] [TD]4[/TD] [TD]3[/TD] [TD]2[/TD] [/TR] [TR] [TD]8[/TD] [TD]4[/TD] [TD]3[/TD] [TD]2[/TD] [/TR] [TR] [TD]9[/TD] [TD]5[/TD] [TD]4[/TD] [TD]3[/TD] [/TR] [TR] [TD]10[/TD] [TD]5[/TD] [TD]4[/TD] [TD]3[/TD] [/TR] [TR] [TD]11[/TD] [TD]5[/TD] [TD]4[/TD] [TD]3[/TD] [/TR] [TR] [TD]12[/TD] [TD]5[/TD] [TD]4[/TD] [TD]3[/TD] [/TR] [TR] [TD]13[/TD] [TD]6[/TD] [TD]5[/TD] [TD]4[/TD] [/TR] [TR] [TD]14[/TD] [TD]6[/TD] [TD]5[/TD] [TD]4[/TD] [/TR] [TR] [TD]15[/TD] [TD]6[/TD] [TD]5[/TD] [TD]4[/TD] [/TR] [TR] [TD]16[/TD] [TD]6[/TD] [TD]5[/TD] [TD]4[/TD] [/TR] [TR] [TD]17[/TD] [TD]7[/TD] [TD]6[/TD] [TD]5[/TD] [/TR] [TR] [TD]18[/TD] [TD]7[/TD] [TD]6[/TD] [TD]5[/TD] [/TR] [TR] [TD]19[/TD] [TD]7[/TD] [TD]6[/TD] [TD]5[/TD] [/TR] [TR] [TD]20[/TD] [TD]7[/TD] [TD]6[/TD] [TD]5[/TD] [/TR] [/TABLE] [/SPOILER] Honestly, I'm not sure I'd be happy with that. It's not much of a shift from the proficiency total, and in the "prime time" range of level 5-12 it's not [i]too[/i] disruptive, but it still feels a bit improper, and at the upper levels perhaps a little excessive. I do like the idea of treating a "set" of items as only taking one attunement slot. One friend of mine got a set of gear that altogether took something like 6 attunement slots, not even counting the gear he already had. (We were playing a Pathfinder module converted to 5E.) He ended up using only 2 or 3 items, and it just felt like a complete waste. Even if it hadn't been an issue of system conversion problems, the idea of a set of magic items that are designed to work together on a common theme should be a cool and exciting thing to encounter, not a "Oops, you can't do that because 5E." [/QUOTE]
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