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Attunement
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<blockquote data-quote="MG.0" data-source="post: 6675315" data-attributes="member: 6799436"><p>Nice counter example to my storytelling example. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>...but that certainly isn't attunement's raison d'être, which is to limit magic item counts.</p><p></p><p>I find no real need for the rule, and very little in the way of plausible in-game reasons to distinguish why one item requires attunement and another doesn't. Even the items in the DMG seem to apply it haphazardly. Anytime I can make things more fluid and increase the number of potential dramatic scenarios without breaking the game I'll make the change, and I think removing attunement does that. If you like, you could even give some magic items the ability to 'link' to a character like you described without resorting to an an overarching rule limiting magic item count, like some kind of video game inventory slot system.</p><p></p><p>Just my take on things. I'm not trying to prescribe what anyone else should or should not do.</p><p></p><p>About me: I'm really new here, but have been playing D&D since 1980, sort of. I stopped playing around the mid-90's until starting back up with 5th edition early this year. Glanced at 4th edition books a few times over the last few years and had to shake my head in disappointment. One thing you will never see from me is arguing the intent of the rules as written, acronymed RAW as seems to be the custom here. I've played too long to care what the exact wording of the rules are. Too many carelessly worded, ill-thought out or misprinted rules combined with unforseen interactions and loopholes has left me where I only care about two things:</p><ol> <li data-xf-list-type="ol">Does the rule help create good stories.</li> <li data-xf-list-type="ol">Does it have internal consistency, i.e. is it 'believeable' in the context of the game.</li> <li data-xf-list-type="ol"></li> </ol><p>Beyond that, the rules should be as few and as non-prescriptive as possible. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="MG.0, post: 6675315, member: 6799436"] Nice counter example to my storytelling example. :) ...but that certainly isn't attunement's raison d'être, which is to limit magic item counts. I find no real need for the rule, and very little in the way of plausible in-game reasons to distinguish why one item requires attunement and another doesn't. Even the items in the DMG seem to apply it haphazardly. Anytime I can make things more fluid and increase the number of potential dramatic scenarios without breaking the game I'll make the change, and I think removing attunement does that. If you like, you could even give some magic items the ability to 'link' to a character like you described without resorting to an an overarching rule limiting magic item count, like some kind of video game inventory slot system. Just my take on things. I'm not trying to prescribe what anyone else should or should not do. About me: I'm really new here, but have been playing D&D since 1980, sort of. I stopped playing around the mid-90's until starting back up with 5th edition early this year. Glanced at 4th edition books a few times over the last few years and had to shake my head in disappointment. One thing you will never see from me is arguing the intent of the rules as written, acronymed RAW as seems to be the custom here. I've played too long to care what the exact wording of the rules are. Too many carelessly worded, ill-thought out or misprinted rules combined with unforseen interactions and loopholes has left me where I only care about two things: [LIST=1] [*]Does the rule help create good stories. [*]Does it have internal consistency, i.e. is it 'believeable' in the context of the game. [*] [/LIST] Beyond that, the rules should be as few and as non-prescriptive as possible. :) [/QUOTE]
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