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Abandoning attunement and scaling back concentration
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<blockquote data-quote="Bacon Bits" data-source="post: 7819498" data-attributes="member: 6777737"><p>As far as attunement, I've considered just reworking certain items. The overwhelming majority of items that require attunement don't actually need it.</p><p></p><p>Consider:</p><p></p><p>Armor of Resistance: It takes a full minute to exchange armor with another character. Exactly how are you going to abuse this?</p><p></p><p>Gloves of Missile Snaring: What, am I going to pass these off to someone between rounds?</p><p></p><p>Ring of Feather Falling: The item that is virtually useless in 99% of games, and in the 1% of games where it's useful, it's only useful in 5% of the encounters. No, your anecdotal game does not count. What player is going to prepare for an adventure wearing this if they have any other alternative?</p><p></p><p>Ring of Jumping: If you change the effect to only work while the ring is worn, then the attunement requirement really doesn't make sense. What situation are we worried about here? Jumping a crevasse, throwing the ring to the next guy in the party, and then they jump a crevasse? Couldn't that just be solved by the strongest member carrying everyone else? It just makes no sense.</p><p></p><p>Like I get that it's meant to limit the power of the party stacking tons and tons of items, but if your DM <em>wants</em> to give out a ton of magic items, then at some point <em>magic items stop being rewards </em>because the party can't use them. The party will never employ fun little magic items that almost never come up but can be rewarding or powerful when they're actually relevant. Nobody is picking the Staff of the Python over a Ring of Resistance. Nobody is going to attune the Wand of Enemy Detection when they have something like a Staff of Healing to ensure they have access to. It's frustrating and stupid that the game forces you to pick between a mechanical benefit and a fun and interesting item.</p><p></p><p>I also have problems with just the power level of many items. Sword of Sharpness is, mathematically, only moderately better than a +1 sword. Again, I understand that a +0 weapon is still powerful, but it's still frustrating and stupid that the game appears to trick the players by giving items really powerful looking abilities that are actually much worse when you read them.</p><p></p><p>[HR][/HR]</p><p></p><p>As for concentration, I would say that you can choose to cast a spell of 1st through 5th level using a spell slot 2 levels higher than normal for that spell. If you do so, you gain no other benefit of casting the spell at higher level and you can concentrate on that spell and cast another spell that requires concentration without breaking concentration. However, the spellcaster suffers a -5 penalty to any Concentration saving throws for each additional spell concentrated on. Note that when concentration is lost, <em>any and all</em> spells being concentrated on are lost.</p><p></p><p>For example: Torsten the 9th level Clerc casts <em>bless</em> with a 3rd level slot. He selects up to 3 targets and the spell requires concentration, but he may cast an additional spell that requires concentration. The next round, Torsten casts <em>bane</em> as a 3rd level spell. Again, he chooses three targets, and again this spell requires concentration, and Torsten may cast an additional spell that requires concentration. Torsten's Concentration saving throws are now at -5. The next round, Torsten casts <em>insect plague</em> as a 5th level spell. The spell requires concentration, and Torsten may not cast any more spells that require concentration. Additionally, Torsten makes all Concentration saves at -10 because he is concentrating on three spells.</p><p></p><p>I might restrict certain spells from this -- namely, <em>invisibility</em> and <em>improved invisibility </em>-- but I'd want to test it first.</p></blockquote><p></p>
[QUOTE="Bacon Bits, post: 7819498, member: 6777737"] As far as attunement, I've considered just reworking certain items. The overwhelming majority of items that require attunement don't actually need it. Consider: Armor of Resistance: It takes a full minute to exchange armor with another character. Exactly how are you going to abuse this? Gloves of Missile Snaring: What, am I going to pass these off to someone between rounds? Ring of Feather Falling: The item that is virtually useless in 99% of games, and in the 1% of games where it's useful, it's only useful in 5% of the encounters. No, your anecdotal game does not count. What player is going to prepare for an adventure wearing this if they have any other alternative? Ring of Jumping: If you change the effect to only work while the ring is worn, then the attunement requirement really doesn't make sense. What situation are we worried about here? Jumping a crevasse, throwing the ring to the next guy in the party, and then they jump a crevasse? Couldn't that just be solved by the strongest member carrying everyone else? It just makes no sense. Like I get that it's meant to limit the power of the party stacking tons and tons of items, but if your DM [I]wants[/I] to give out a ton of magic items, then at some point [I]magic items stop being rewards [/I]because the party can't use them. The party will never employ fun little magic items that almost never come up but can be rewarding or powerful when they're actually relevant. Nobody is picking the Staff of the Python over a Ring of Resistance. Nobody is going to attune the Wand of Enemy Detection when they have something like a Staff of Healing to ensure they have access to. It's frustrating and stupid that the game forces you to pick between a mechanical benefit and a fun and interesting item. I also have problems with just the power level of many items. Sword of Sharpness is, mathematically, only moderately better than a +1 sword. Again, I understand that a +0 weapon is still powerful, but it's still frustrating and stupid that the game appears to trick the players by giving items really powerful looking abilities that are actually much worse when you read them. [HR][/HR] As for concentration, I would say that you can choose to cast a spell of 1st through 5th level using a spell slot 2 levels higher than normal for that spell. If you do so, you gain no other benefit of casting the spell at higher level and you can concentrate on that spell and cast another spell that requires concentration without breaking concentration. However, the spellcaster suffers a -5 penalty to any Concentration saving throws for each additional spell concentrated on. Note that when concentration is lost, [I]any and all[/I] spells being concentrated on are lost. For example: Torsten the 9th level Clerc casts [I]bless[/I] with a 3rd level slot. He selects up to 3 targets and the spell requires concentration, but he may cast an additional spell that requires concentration. The next round, Torsten casts [I]bane[/I] as a 3rd level spell. Again, he chooses three targets, and again this spell requires concentration, and Torsten may cast an additional spell that requires concentration. Torsten's Concentration saving throws are now at -5. The next round, Torsten casts [I]insect plague[/I] as a 5th level spell. The spell requires concentration, and Torsten may not cast any more spells that require concentration. Additionally, Torsten makes all Concentration saves at -10 because he is concentrating on three spells. I might restrict certain spells from this -- namely, [I]invisibility[/I] and [I]improved invisibility [/I]-- but I'd want to test it first. [/QUOTE]
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