Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Attunement
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="KarinsDad" data-source="post: 6626574" data-attributes="member: 2011"><p>Yes (I could do that) and no (I shouldn't have to do that).</p><p></p><p>Let's take the example of Magic Missile (and ignore other force effects for the moment).</p><p></p><p>Not only would the players have to encounter a spell caster, but the spell caster would also have to target the PC with the brooch and not any of the other PCs (in my game, 6 other PCs for a total of 7). So, the caster is going to cast one of his minor spells as opposed to casting a major spell, and he is going to target the PC with the brooch in order for the game to be "more fun" for that player, even though that PC might not be the most logical target.</p><p></p><p></p><p>You are correct. As a DM, I could create elementals that use force effects instead of the more typical fire, cold, lightning, etc., I could create NPC area effect spells that use force. I could once every four or five sessions throw a cult of low level magic users at the party to fling magic missile at all of them. I could do those types of things. But I shouldn't have to go out of my way to make the campaign revolve around a single magical item. My point is that the game has an EXTREMELY situational magic item in the game that in many campaigns requires extra work on the part of the DM for it to even be a hair useful, and the game designers gave that item an attunement requirement. That's bad item design, not bad DMing.</p><p></p><p></p><p>With regard to handing out an item that is not very useful to the party, I do that once in a while and unlike you, I do not view that as a bad thing. A +1 glaive. Nobody wants to use a glaive (at least in my group at their current level with their current magic items and racial/class makeup), but there it is. Now the players have to decide whether one of them wants to use it (or at least minimally carry it), or if they want to see if they can track down someone willing to buy it. I don't exclusively tailor magic item acquisition to items that the party will find useful.</p><p></p><p></p><p>If the game system was like 3E where crafting magical items was relatively easy, then I could see giving the brooch attunement because otherwise, most or all of the PCs might be walking around with a brooch. But in the 5E model based on how hard it is to craft items, and many spells do force damage, and how many monsters do force damage, and how useful magic missile is, it's a design flaw.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 6626574, member: 2011"] Yes (I could do that) and no (I shouldn't have to do that). Let's take the example of Magic Missile (and ignore other force effects for the moment). Not only would the players have to encounter a spell caster, but the spell caster would also have to target the PC with the brooch and not any of the other PCs (in my game, 6 other PCs for a total of 7). So, the caster is going to cast one of his minor spells as opposed to casting a major spell, and he is going to target the PC with the brooch in order for the game to be "more fun" for that player, even though that PC might not be the most logical target. You are correct. As a DM, I could create elementals that use force effects instead of the more typical fire, cold, lightning, etc., I could create NPC area effect spells that use force. I could once every four or five sessions throw a cult of low level magic users at the party to fling magic missile at all of them. I could do those types of things. But I shouldn't have to go out of my way to make the campaign revolve around a single magical item. My point is that the game has an EXTREMELY situational magic item in the game that in many campaigns requires extra work on the part of the DM for it to even be a hair useful, and the game designers gave that item an attunement requirement. That's bad item design, not bad DMing. With regard to handing out an item that is not very useful to the party, I do that once in a while and unlike you, I do not view that as a bad thing. A +1 glaive. Nobody wants to use a glaive (at least in my group at their current level with their current magic items and racial/class makeup), but there it is. Now the players have to decide whether one of them wants to use it (or at least minimally carry it), or if they want to see if they can track down someone willing to buy it. I don't exclusively tailor magic item acquisition to items that the party will find useful. If the game system was like 3E where crafting magical items was relatively easy, then I could see giving the brooch attunement because otherwise, most or all of the PCs might be walking around with a brooch. But in the 5E model based on how hard it is to craft items, and many spells do force damage, and how many monsters do force damage, and how useful magic missile is, it's a design flaw. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Attunement
Top