Horwath
Legend
in 5E, best way to describe it would be proficiency bonus, same for all and reliable for encounter design.In 5e, the "spell casting ability" is probably the best way to represent this concept.
in 5E, best way to describe it would be proficiency bonus, same for all and reliable for encounter design.In 5e, the "spell casting ability" is probably the best way to represent this concept.
If you're not using a VVT, another piece of paper with the different stats on it will suffice.Any video game worth its salt can handle this. Even World of Warcraft finally relented and gave you support for two completely different builds!
But D&D isn't a video game and not everybody uses a VTT. 5E owes its popularity in part due to it paring down on the niggly details of 3E and other previous editions.
tl;dr: don't create rules that become unreasonably fiddly unless you use computer assistance.
even shorter; still didn't read: don't assume VTTs
Yeah, I know, it was just an example of an item that lets you use more items than you normally could.You can already have three rings in 5E.
If you want to port this item to 5E, you want it to say something along the lines of "this item can wear a ring for you, and it can attune to it for you. For all other purposes you're considered the ring's wearer at all times, as long as you carry or wear the hand."
It would effectively let you attune to 4 items, as long as at least one of these items is a ring (not a burdensome limitation). It would probably rank as one of the most, if not the most, desirable items of your campaign, assuming a healthy sprinkling of magic items of course.
Oh, god forbid anyone have a need for a stat that isn't their primary or secondary. God...forbid!1st, it was a dumb idea to start with so it's good that the playtest killed it.
There is no real reason to have Cha instead of Con or Int or Wis as requirement for how many magic items you can have.
2nd, OFC that Cha is favorite dump stat of players, we are more or less bunch of antisocial introverts and dumping charisma is just projection.
it's not that.Oh, god forbid anyone have a need for a stat that isn't their primary or secondary. God...forbid!
Charisma makes most sense.1st, it was a dumb idea to start with so it's good that the playtest killed it.
There is no real reason to have Cha instead of Con or Int or Wis as requirement for how many magic items you can have.
2nd, OFC that Cha is favorite dump stat of players, we are more or less bunch of antisocial introverts and dumping charisma is just projection.
Especially if the item is sentient.Charisma makes most sense.
Charisma is Personality. If attunement is mentally or spiritually linking to a powerful item then thee bigger your Personality, the most you can link to with your mind.
Oh yes.it's not that.
it's the problem that the stat is primary for some classes and complete dump for others.
If it were based on Con which is mostly equal to classes the idea would be reasonable,
with Cha it's just Bard, Paladin, Sorcerer and Warlock get lot's of magic items, rest get one or they gimp their characters.
The only way you will understand why this isn't necessarily best for the game (read "WotC's coffers") is when you stop underestimating how the introduction of such advice will impact people's impression of D&D as a complicated and difficult game.Unless there is advice, a DM might want to introduce powerful magic items for the sake of flavor, or one of the players falls in love with it and really wants it, or just because magic items look fun − with little clue about how much mechanical trouble the DM is getting oneself into.
I learned about the dangers of magic items the hard way. To be fair, this was during an other edition, not 5e. But it started with making the game fun by granting magic items whose flavors were appropriate − and ended by destroying the game by making all the encounters ridiculous.
The 5e game design needs a clear, accurate, and precise understanding of how powerful EACH magic item is, a default system to present magic items in a stable way, and sound advice for how to manage a game with abundant magic items.