Hrothgar Rannúlfr
Explorer
When creating homebrewed magic items or converting items from other editions, what are the factors that should determine whether or not the item should or should not require attunement?
As well as having the "rule of three" to limit the "Christmas tree" phenomenon, attunement takes time (a least a short rest) to arrange. This stops a PC grabbing a powerful item from an enemy and immediately using it against them, or against their other enemies, in the same combat. So one reason for requiring attunement is if you want the item to provide a significant threat to the PCs but you don't want them to be able to turn the tables suddenly and trivialise the encounter by snatching it for themselves. This fits with [MENTION=23484]Kobold Stew[/MENTION]'s observation that it tends to be applied to items useful in combat.
Well, that particular scenario is just asking for attack rolls to throw the ring accurately, with a failure meaning it falls into the abyss.It's a more niche case, but attunement also prevents characters from 'daisy-chaining' an item so that each can benefit from it in turn. For instance, using a Ring of Jumping to leap across a chasm, then throwing it back for the next person to use.
I usually don't either, but by long tradition in my campaigns the legendary ultimate sword, the Excalibur-analogue, is just a no-frills +6 weapon (+4 in 5E).I don't do generic +1 items, everything does more than that.
Well, that particular scenario is just asking for attack rolls to throw the ring accurately, with a failure meaning it falls into the abyss.![]()