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<blockquote data-quote="Kobold Stew" data-source="post: 6675758" data-attributes="member: 23484"><p>There's a number of conflicting vectors that are confusing things, I feel. </p><p></p><p>There are mechanical reasons why apparently similar items might have different attunement requirements: eyes of minute seeing are not "always on" (in that players would reasonably take them on and off depending on whether one was looking up close at something), and eyes of the eagle are (in that players would reasonably always keep their advantage on perception checks active). You might not like that mechanical reason, but it's fully comprehensible. </p><p></p><p>There is a conceptual reason: previous editions, even with their slot requirements (gone here, but did you similarly complain about not enough armour slots?), still encouraged what has unhelpfully been called the Christmas tree characters, bedecked with magic helpfully bought from ubiquitous magic shops. Like it or not, that concept has been discouraged in 5e. Not removed, and not prevented; but discouraged. But it would not be right to call this a "non-problem": it has been a problem, for many tables, and discouraging it (while keeping options open for players who want that) is a design choice that was made. </p><p></p><p>There may be benefits gained from avoiding stacking bonuses, etc., but ultimately I don't see that as what's driving this. In the <a href="http://www.enworld.org/forum/showthread.php?452864-Attunement/page8&p=6625461&viewfull=1#post6625461" target="_blank">most helpful post in this thread so far</a>, however, Wolf118 does show there is a logic to be extracted.</p><p></p><p>Finally, there are reasons concerning emulation. The fiction that I know, and the fantasy fiction that inspires many D&D narratives, more closely reflects the hero-with-her-single-chosen-weapon. There is, purely subjectively, a narrative purity (for want of a better term) that is reflected in a lot of fiction, which incentivizes keeping these numbers low. A rule maintains that, and lets the DM loosen restrictions whenever it's needed. </p><p></p><p>I like the attunement rule, but fundamentally (and I think this is supported by the small number of concrete examples in this thread) it is not something that is causing problems in actual play.</p></blockquote><p></p>
[QUOTE="Kobold Stew, post: 6675758, member: 23484"] There's a number of conflicting vectors that are confusing things, I feel. There are mechanical reasons why apparently similar items might have different attunement requirements: eyes of minute seeing are not "always on" (in that players would reasonably take them on and off depending on whether one was looking up close at something), and eyes of the eagle are (in that players would reasonably always keep their advantage on perception checks active). You might not like that mechanical reason, but it's fully comprehensible. There is a conceptual reason: previous editions, even with their slot requirements (gone here, but did you similarly complain about not enough armour slots?), still encouraged what has unhelpfully been called the Christmas tree characters, bedecked with magic helpfully bought from ubiquitous magic shops. Like it or not, that concept has been discouraged in 5e. Not removed, and not prevented; but discouraged. But it would not be right to call this a "non-problem": it has been a problem, for many tables, and discouraging it (while keeping options open for players who want that) is a design choice that was made. There may be benefits gained from avoiding stacking bonuses, etc., but ultimately I don't see that as what's driving this. In the [URL="http://www.enworld.org/forum/showthread.php?452864-Attunement/page8&p=6625461&viewfull=1#post6625461"]most helpful post in this thread so far[/URL], however, Wolf118 does show there is a logic to be extracted. Finally, there are reasons concerning emulation. The fiction that I know, and the fantasy fiction that inspires many D&D narratives, more closely reflects the hero-with-her-single-chosen-weapon. There is, purely subjectively, a narrative purity (for want of a better term) that is reflected in a lot of fiction, which incentivizes keeping these numbers low. A rule maintains that, and lets the DM loosen restrictions whenever it's needed. I like the attunement rule, but fundamentally (and I think this is supported by the small number of concrete examples in this thread) it is not something that is causing problems in actual play. [/QUOTE]
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