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*Dungeons & Dragons
Attunement
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<blockquote data-quote="MG.0" data-source="post: 6675698" data-attributes="member: 6799436"><p>Pretty much all I do as a DM when looking at rules is try to discern why they exist and if they are in fact "good rules". I am always open to a serious discussion and welcome any thoughts you have on the matter. I have looked at the items in the DMG in depth (many of them have changed very little or not at all since 1st edition). I'm also very well aware of how character construction and advancement is handled in 5th edition. I fail to see the relevance of 4th edition, since I am not playing it. I think much of 4th edition was a mistake anyway.</p><p></p><p></p><p></p><p>I disagree, and that's OK. I'm not trying to prove my way is the 'one true way' or anything like that. I have given specific examples of why I feel attunement is arbitrary and unnecessary, and I have seen no counter examples to encourage me to think otherwise. Simply stating it "serves a good role" and is elegant and "far from arbitrary" is pretty much the same as saying: "Nope, you're wrong, but I can't explain why."</p><p></p><p>If you really want to have a serious conversation abou this, let's consider some items and how they might affect the game with and without attunement. I'll give you a free pass on explaining the completely arbitrary 100 foot / 24 hour thing.</p><p></p><p>Many (but not all) worn items require attunement. Consider the Amulet of the Planes: It certainly doesn't have an ability bonus that can stack and sharing it around the party is hardly neecessary since it takes everything within 15 feet with it when travelling. So the only net effect of requiring attunement is to prevent you from using it immediately. If you have fewer then three attuned items, then a short rest will allow you to use it. If you have three already then you need two short rests, one to break attunement with an item and a second rest to attune to the amulet. How in any way does this promote game balance or character progression or anything even remotely useful?</p><p></p><p>Armor requiring attunement is even more useless. None of the magic armors requiring attunement provide stackable bonuses (in fact the only magical armors that don't require attunement DO provide stackable AC bonuses). They also aren't abusable by having characters swap them around. Attunement on these items serves no purpose other than to limit the number of other attunable items.</p><p></p><p>Eyes of Minute Seeing don't require attunement, but Eyes of The Eagle do...why? Completely arbitrary.</p><p></p><p>In fact I can't find one single example of an item that by requiring attunement prevents an otherwise exploitable condition. So we are left with the only possible reason for attunement is keeping characters from having too many magical powers at their disposal at any one time. I maintain it is a clunky solution to a non-problem.</p><p></p><p>You are free to disagree of course, but flat out saying "you're wrong, it is good" without providing any examples of why you think it is good, is completely unhelpful.</p></blockquote><p></p>
[QUOTE="MG.0, post: 6675698, member: 6799436"] Pretty much all I do as a DM when looking at rules is try to discern why they exist and if they are in fact "good rules". I am always open to a serious discussion and welcome any thoughts you have on the matter. I have looked at the items in the DMG in depth (many of them have changed very little or not at all since 1st edition). I'm also very well aware of how character construction and advancement is handled in 5th edition. I fail to see the relevance of 4th edition, since I am not playing it. I think much of 4th edition was a mistake anyway. I disagree, and that's OK. I'm not trying to prove my way is the 'one true way' or anything like that. I have given specific examples of why I feel attunement is arbitrary and unnecessary, and I have seen no counter examples to encourage me to think otherwise. Simply stating it "serves a good role" and is elegant and "far from arbitrary" is pretty much the same as saying: "Nope, you're wrong, but I can't explain why." If you really want to have a serious conversation abou this, let's consider some items and how they might affect the game with and without attunement. I'll give you a free pass on explaining the completely arbitrary 100 foot / 24 hour thing. Many (but not all) worn items require attunement. Consider the Amulet of the Planes: It certainly doesn't have an ability bonus that can stack and sharing it around the party is hardly neecessary since it takes everything within 15 feet with it when travelling. So the only net effect of requiring attunement is to prevent you from using it immediately. If you have fewer then three attuned items, then a short rest will allow you to use it. If you have three already then you need two short rests, one to break attunement with an item and a second rest to attune to the amulet. How in any way does this promote game balance or character progression or anything even remotely useful? Armor requiring attunement is even more useless. None of the magic armors requiring attunement provide stackable bonuses (in fact the only magical armors that don't require attunement DO provide stackable AC bonuses). They also aren't abusable by having characters swap them around. Attunement on these items serves no purpose other than to limit the number of other attunable items. Eyes of Minute Seeing don't require attunement, but Eyes of The Eagle do...why? Completely arbitrary. In fact I can't find one single example of an item that by requiring attunement prevents an otherwise exploitable condition. So we are left with the only possible reason for attunement is keeping characters from having too many magical powers at their disposal at any one time. I maintain it is a clunky solution to a non-problem. You are free to disagree of course, but flat out saying "you're wrong, it is good" without providing any examples of why you think it is good, is completely unhelpful. [/QUOTE]
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