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Abandoning attunement and scaling back concentration
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<blockquote data-quote="Harzel" data-source="post: 7817080" data-attributes="member: 6857506"><p>Not really. It controls how many attuneable items a character can use at the same time. That is a much weaker restriction.</p><p></p><p></p><p></p><p>Ok, this is where things get a little confusing. So you're saying that the GM should restrict magic items found to achieve sort of the same effect - some sort of limit on magic items - as attunement. But at the same time, you seem to want more flexibility for the players. (??) Attunement puts the choice with the players rather than the GM, so how is that a worse solution? Now if you think 3 is the wrong limit, ok, make it something else. But that's an issue with that parameter, not the mechanism.</p><p></p><p></p><p></p><p>Ok, attunement requirements do not stop you from using items absolutely; they just restrict you circumstantially. On the other hand if the GM never includes the items as loot in the first place, it's going to be really hard to find and use them.</p><p></p><p></p><p></p><p>Depends on what you mean by 'bad'. The number of combinations is exponential in the number of spells; that's a lot of potential rules. There are certainly ways to shorten the description, but that's still a lot of things to consider and, potentially, a lot to remember.</p><p></p><p></p><p></p><p>Knee-jerk reaction was "oh, lord, another person whining about concentration because they think casters need moar powerz." However, this really is more like resource substitution. This seems more reasonable than just ditching concentration altogether. But the thing that I would worry more about than buff stacking is, as others have mentioned, multiple castings of particularly good buffs like Haste, and, even more than that, removal of a way to break save-or-suck spells that can radically alter the course of an encounter. Others have mentioned Hypnotic Pattern; at lower levels, Heat Metal (which doesn't even give a save) is worth mentioning and at 4th level several come in, notably Banishment and Otiluke's Resilient Sphere. So I'm curious about how you decided to treat those.</p><p></p><p></p><p></p><p>With respect to attunement, I'm not so sure I'd characterize replacing player choices with DM machinations as 'empowering players'.</p><p></p><p></p><p></p><p>I'm sure you can - once you learn how these changes actually play out, since we can surmise, but it's hard to say for sure. I'm just surprised anyone would see the work (particularly with respect to the concentration stuff) and increased rules complexity and increased (even if temporary) uncertainty about encounter difficulty as worth it . Have you polled your players to see if they are really going to value the changes - especially if you remind them that you have infinite dragons and so the world will probably just adjust to their increased capabilities? (Although I have to admit that I have done things as a DM just because I thought that I would want them as a player. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f914.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":unsure:" title="Unsure :unsure:" data-smilie="24"data-shortname=":unsure:" />)</p></blockquote><p></p>
[QUOTE="Harzel, post: 7817080, member: 6857506"] Not really. It controls how many attuneable items a character can use at the same time. That is a much weaker restriction. Ok, this is where things get a little confusing. So you're saying that the GM should restrict magic items found to achieve sort of the same effect - some sort of limit on magic items - as attunement. But at the same time, you seem to want more flexibility for the players. (??) Attunement puts the choice with the players rather than the GM, so how is that a worse solution? Now if you think 3 is the wrong limit, ok, make it something else. But that's an issue with that parameter, not the mechanism. Ok, attunement requirements do not stop you from using items absolutely; they just restrict you circumstantially. On the other hand if the GM never includes the items as loot in the first place, it's going to be really hard to find and use them. Depends on what you mean by 'bad'. The number of combinations is exponential in the number of spells; that's a lot of potential rules. There are certainly ways to shorten the description, but that's still a lot of things to consider and, potentially, a lot to remember. Knee-jerk reaction was "oh, lord, another person whining about concentration because they think casters need moar powerz." However, this really is more like resource substitution. This seems more reasonable than just ditching concentration altogether. But the thing that I would worry more about than buff stacking is, as others have mentioned, multiple castings of particularly good buffs like Haste, and, even more than that, removal of a way to break save-or-suck spells that can radically alter the course of an encounter. Others have mentioned Hypnotic Pattern; at lower levels, Heat Metal (which doesn't even give a save) is worth mentioning and at 4th level several come in, notably Banishment and Otiluke's Resilient Sphere. So I'm curious about how you decided to treat those. With respect to attunement, I'm not so sure I'd characterize replacing player choices with DM machinations as 'empowering players'. I'm sure you can - once you learn how these changes actually play out, since we can surmise, but it's hard to say for sure. I'm just surprised anyone would see the work (particularly with respect to the concentration stuff) and increased rules complexity and increased (even if temporary) uncertainty about encounter difficulty as worth it . Have you polled your players to see if they are really going to value the changes - especially if you remind them that you have infinite dragons and so the world will probably just adjust to their increased capabilities? (Although I have to admit that I have done things as a DM just because I thought that I would want them as a player. :unsure:) [/QUOTE]
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