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October Playtest Packet - Magic Items, Updated XP, Monster Traits
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<blockquote data-quote="slobster" data-source="post: 6029472" data-attributes="member: 6693711"><p>As-presented, I think you have a very good point. But I could also see a reason for a variation of the attunement rule, because it keeps characters simple. You might want a game in which characters get large amounts of magic loot, and sift through it for a few pieces that are good enough to attune to and wear. Then, even if you have a full set of items attuned that you are happy with, you still can't wait to see what is in the next randomly generated dragon hoard because there might be something even better!</p><p></p><p>You limit the number of attuned items in such a game, because otherwise you have players wearing 7 necklaces and 2 dozen other magical items and trinkets, which makes the characters unwieldy. And why shouldn't they?</p><p></p><p>So I would use a houseruled version of attunement in my games, if I wanted to have that sort of hack' n' slash, slot machine style of game. Or if I just wanted a game in which players find more magic items than I expect or want them to be able to use, so that they have to make a few decisions on what their outfit is going to be. Choice is a big part of gaming for me. Not every game should be like that, of course, and you (general you, not @KM in particular) may despise that sort of game, but as usual it's up to the GM.</p><p></p><p>So attunement needs work, but it still seems promising to me.</p></blockquote><p></p>
[QUOTE="slobster, post: 6029472, member: 6693711"] As-presented, I think you have a very good point. But I could also see a reason for a variation of the attunement rule, because it keeps characters simple. You might want a game in which characters get large amounts of magic loot, and sift through it for a few pieces that are good enough to attune to and wear. Then, even if you have a full set of items attuned that you are happy with, you still can't wait to see what is in the next randomly generated dragon hoard because there might be something even better! You limit the number of attuned items in such a game, because otherwise you have players wearing 7 necklaces and 2 dozen other magical items and trinkets, which makes the characters unwieldy. And why shouldn't they? So I would use a houseruled version of attunement in my games, if I wanted to have that sort of hack' n' slash, slot machine style of game. Or if I just wanted a game in which players find more magic items than I expect or want them to be able to use, so that they have to make a few decisions on what their outfit is going to be. Choice is a big part of gaming for me. Not every game should be like that, of course, and you (general you, not @KM in particular) may despise that sort of game, but as usual it's up to the GM. So attunement needs work, but it still seems promising to me. [/QUOTE]
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