D&D 5E Starter Set: Excerpt 6


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thalmin

Retired game store owner
Not all magic items can be attuned

The rules page describes a few magic items, how to identify magic items, and how to attune to a magic item, but none of the items on this page have the attuned property. Not all magic items are attuned.
 

Agamon

Adventurer
The rules page describes a few magic items, how to identify magic items, and how to attune to a magic item, but none of the items on this page have the attuned property. Not all magic items are attuned.

Which makes sense, if you ask me. Leave that for the more powerful items that you give a name and history to.
 

MerricB

Eternal Optimist
Supporter
Here are the changes I've noticed from the playtest.

* Boots of Striding and Springing give a flat speed of 30 feet if you are normally slower, in addition to other effects that were in the playtest.
* +1 armour never rusts nor deteriorates.
* You can identify items by concentrating on them during a short rest.
* Potions can be identified by a taste test. (In the playtest, this might not have worked).
* You can end your attunement to an item with a short rest. In the playtest, it instead required 10 minutes.
* Likewise, attuning to an item takes a short rest rather than 10 minutes.

Cheers!
 

FitzTheRuke

Legend
Here are the changes I've noticed from the playtest.

* Boots of Striding and Springing give a flat speed of 30 feet if you are normally slower, in addition to other effects that were in the playtest.
* +1 armour never rusts nor deteriorates.
* You can identify items by concentrating on them during a short rest.
* Potions can be identified by a taste test. (In the playtest, this might not have worked).
* You can end your attunement to an item with a short rest. In the playtest, it instead required 10 minutes.
* Likewise, attuning to an item takes a short rest rather than 10 minutes.

Cheers!


I like all that stuff.
 

Iosue

Legend
I really wish potions (and spells and other magic items) of flying specified an altitude limit. Like 10 feet/level or something.
 

ronaldsf

Explorer
The Big One: Gauntlets of Ogre Power increase a character's Strength to 19! This could lessen the importance of having a high Strength, if you can find these Gauntlets.
 

Jan van Leyden

Adventurer
Just browsing the page: what use does the spell Identify have, if you can have the same effect during a short rest by touching the thing?

Using it during an encounter sounds like a corner case to me. Is it just to detect cursed items?
 

MerricB

Eternal Optimist
Supporter
Just browsing the page: what use does the spell Identify have, if you can have the same effect during a short rest by touching the thing?

A good question, and it might be that identify becomes more useful with various options turned on or off in the full game, but just having the ability to cast the spell in an encounter warrants its inclusion.

With a short rest taking an hour, there are times when identify would be very useful - especially in such time-dependent scenarios like Dead in Thay!

Cheers!
 

GX.Sigma

Adventurer
Just browsing the page: what use does the spell Identify have, if you can have the same effect during a short rest by touching the thing?
An L&L article explained: If it's an item that requires attunement, all you learn during the short rest is that you need to attune to it. Then after you attune, you learn its properties. The identify spell tells you the properties up front. Basically, it's just insurance against unwanted attunement effects (i.e., cursed items).

That's not what this page says, though. Maybe they just cut that out to fit within the page count, and the DMG clarifies.
 

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