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*Dungeons & Dragons
2024 needs to end 2014's passive aggressive efforts to remove magic items & other elements from d&d
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<blockquote data-quote="tetrasodium" data-source="post: 9219049" data-attributes="member: 93670"><p>That's nothing that can't be solved simply by saying "PCs<em> in tier x should have about this much while tierY should have this other amount</em>" beyond that is just pointlessly treating prof bonus or character level as a sacred cow. In ways that reduce the usefulness of such a system by forcing it into a more crude & inflexible form. I should have been more clear on the advantages.</p><p></p><p>Linking a PC's potential attunement points to a secondary value (like the one I linked or whatever) allows the GM to set PC specific ceilings. Alice is pretty bad at d&d and she did an awful job at charop while at the same table as Bob's hyper optimized build of the week-> GM can give alice extra room for magic items. A different GM might use it to highlight the themes & tones of a particular campaign through tightness or excess in capacity rather than needing to avoid giving out cool treasure.</p><p></p><p></p><p></p><p>I don't think that you understood the bit you quoted before those prior two points of yours. This is wildly unrelated to the section you quoted prior to them. Perhaps you are overlooking the way & reasons that I suggested magic items consume "attunement points" or whatever in <a href="https://www.enworld.org/threads/2024-needs-to-end-2014s-passive-aggressive-efforts-to-remove-magic-items-other-elements-from-d-d.701455/post-9218888" target="_blank">409</a> after you quoted it in <a href="https://www.enworld.org/threads/2024-needs-to-end-2014s-passive-aggressive-efforts-to-remove-magic-items-other-elements-from-d-d.701455/post-9218908" target="_blank">410</a>.</p><p></p><p></p><p><img class="smilie smilie--emoji" alt="⁉️" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/2049.png" title="Exclamation question mark :interrobang:" data-shortname=":interrobang:" loading="lazy" width="64" height="64" /> Without inviting a return to the excessively flogged horse corpse... many of my posts in this thread have been about various ways that 5e tries to ensure those things happen or resist the GM's efforts to mitigate them.</p><p></p><p></p><p></p><p>The trouble here is that those numbers are bad and/or cause breakdowns through application of a crude indiana jones <a href="https://youtu.be/8bYvCSfd72A?t=151" target="_blank">style</a> rolling stone. The only way to manage it is to manipulate prof bonus & impact a ton of things, tear it out, or somehow replace it.</p><p></p><p>Either way it doesn't matter because the thing we are talking about is the sort of change that only works if the core game <em><strong>and</strong></em> all magic items are built for that sort of design. That many magic items</p><p></p><p>Outside of combat time in D&D flows more closely to the speed of plot than anything else. Anything more involved would require some benefit to be gained & frankly attunement as it is on top of "always a boon" magic items is too much of a hobbling designed to ensure the "certain aspects" you noted are guaranteed so I'm not sure what there is to be gained by changing attunement speeds.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 9219049, member: 93670"] That's nothing that can't be solved simply by saying "PCs[I] in tier x should have about this much while tierY should have this other amount[/I]" beyond that is just pointlessly treating prof bonus or character level as a sacred cow. In ways that reduce the usefulness of such a system by forcing it into a more crude & inflexible form. I should have been more clear on the advantages. Linking a PC's potential attunement points to a secondary value (like the one I linked or whatever) allows the GM to set PC specific ceilings. Alice is pretty bad at d&d and she did an awful job at charop while at the same table as Bob's hyper optimized build of the week-> GM can give alice extra room for magic items. A different GM might use it to highlight the themes & tones of a particular campaign through tightness or excess in capacity rather than needing to avoid giving out cool treasure. I don't think that you understood the bit you quoted before those prior two points of yours. This is wildly unrelated to the section you quoted prior to them. Perhaps you are overlooking the way & reasons that I suggested magic items consume "attunement points" or whatever in [URL='https://www.enworld.org/threads/2024-needs-to-end-2014s-passive-aggressive-efforts-to-remove-magic-items-other-elements-from-d-d.701455/post-9218888']409[/URL] after you quoted it in [URL='https://www.enworld.org/threads/2024-needs-to-end-2014s-passive-aggressive-efforts-to-remove-magic-items-other-elements-from-d-d.701455/post-9218908']410[/URL]. ⁉️ Without inviting a return to the excessively flogged horse corpse... many of my posts in this thread have been about various ways that 5e tries to ensure those things happen or resist the GM's efforts to mitigate them. The trouble here is that those numbers are bad and/or cause breakdowns through application of a crude indiana jones [URL='https://youtu.be/8bYvCSfd72A?t=151']style[/URL] rolling stone. The only way to manage it is to manipulate prof bonus & impact a ton of things, tear it out, or somehow replace it. Either way it doesn't matter because the thing we are talking about is the sort of change that only works if the core game [I][B]and[/B][/I] all magic items are built for that sort of design. That many magic items Outside of combat time in D&D flows more closely to the speed of plot than anything else. Anything more involved would require some benefit to be gained & frankly attunement as it is on top of "always a boon" magic items is too much of a hobbling designed to ensure the "certain aspects" you noted are guaranteed so I'm not sure what there is to be gained by changing attunement speeds. [/QUOTE]
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2024 needs to end 2014's passive aggressive efforts to remove magic items & other elements from d&d
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