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General Tabletop Discussion
*Dungeons & Dragons
Abandoning attunement and scaling back concentration
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<blockquote data-quote="werecorpse" data-source="post: 7817114" data-attributes="member: 55491"><p>Re attunement, I figure whether the attunement mechanic exists or not the GM will still be making a decision to place items into the campaign (less so if the GM allows magic marketplace style game but that too is a decision) so that “GM decision” chokepoint of magic items exists in all games. The attunement slot chokepoint also exists in standard 5e so my thought was that removing that would empower the players more as to how they used an allocated the magic items. </p><p></p><p>I am sure that the 3 attunement slot mechanic works in some style games - maybe a 5 attunement slot in other or a 2 in other. I play in one game that I would call a high magic treasure game at 14th level where the attainment of attunable items below legendary status (and some legendary) is often met with initial interest followed by a “maybe it will be useful later” shrug and it’s tossed in the bag of holding. They are not good enough for us to care about them. This seems to be a similar attitude issue to the Christmas tree attitude in 3e - items weren’t special. Once magic item treasure becomes not good enough to equip the fun of finding cool loot is diminished. </p><p></p><p>I have presented my rule changes to my players and asked for feedback, they have been positively received.</p><p></p><p>I have not allowed the removal of concentration for heat metal or banishment. For otilukes Resilient sphere I’ve made it as +1 level. I admit I haven’t come across players using otilukes so haven’t seen its game impact & I may have underestimated it’s in game power but given forcecage at 7th isn’t concentration I figured a 5th level spell slot was enough resource cost.</p></blockquote><p></p>
[QUOTE="werecorpse, post: 7817114, member: 55491"] Re attunement, I figure whether the attunement mechanic exists or not the GM will still be making a decision to place items into the campaign (less so if the GM allows magic marketplace style game but that too is a decision) so that “GM decision” chokepoint of magic items exists in all games. The attunement slot chokepoint also exists in standard 5e so my thought was that removing that would empower the players more as to how they used an allocated the magic items. I am sure that the 3 attunement slot mechanic works in some style games - maybe a 5 attunement slot in other or a 2 in other. I play in one game that I would call a high magic treasure game at 14th level where the attainment of attunable items below legendary status (and some legendary) is often met with initial interest followed by a “maybe it will be useful later” shrug and it’s tossed in the bag of holding. They are not good enough for us to care about them. This seems to be a similar attitude issue to the Christmas tree attitude in 3e - items weren’t special. Once magic item treasure becomes not good enough to equip the fun of finding cool loot is diminished. I have presented my rule changes to my players and asked for feedback, they have been positively received. I have not allowed the removal of concentration for heat metal or banishment. For otilukes Resilient sphere I’ve made it as +1 level. I admit I haven’t come across players using otilukes so haven’t seen its game impact & I may have underestimated it’s in game power but given forcecage at 7th isn’t concentration I figured a 5th level spell slot was enough resource cost. [/QUOTE]
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Abandoning attunement and scaling back concentration
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