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<blockquote data-quote="Quickleaf" data-source="post: 8980358" data-attributes="member: 20323"><p>Love those behind the scenes, thanks [USER=52905]@darjr[/USER] !</p><p></p><p>Here's a stab at modeling the D&D movie attunement with a rules hack:</p><p></p><p><strong>Attunement like Simon: </strong>Attuning to a magic item is an Action (not a short rest), but it is not automatically successful and there are consequences for failure. On the other hand, there is no arbitrary 3-item attunement limit. Here’s how it works: When you attempt to attune to an item, make a check according to the item type (e.g. a <em>vicious longsword</em> might require a Strength check while a <em>helm of comprehending languages</em> might require an Intelligence check).</p><p></p><p> The DC is 10 for common items, 12 uncommon, 14 rare, 16 very rare, 18 legendary, and 20 artifact. The GM adds a +1 bonus for each way you align with the item (e.g. having the Sage background might give +1 on the check to attune with a <em>helm of comprehending languages</em>), and a -1 penalty for each item you’re already attuned with. If you’ve recently attuned to an item or the item was recently attuned to someone else, you have disadvantage on the check. Whereas if another PC is able to Help you, you have advantage on the check. </p><p></p><p> If the check succeeds, you attune to the item. However, if it fails, you suffer some consequence like a level of exhaustion, but some magic items may present unique consequences for failure.</p><p></p><p> The DMG page 284-285 tables Magic Item Power by Rarity & Spell Damage give some idea for how to balance consequences for botched attunement.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 8980358, member: 20323"] Love those behind the scenes, thanks [USER=52905]@darjr[/USER] ! Here's a stab at modeling the D&D movie attunement with a rules hack: [B]Attunement like Simon: [/B]Attuning to a magic item is an Action (not a short rest), but it is not automatically successful and there are consequences for failure. On the other hand, there is no arbitrary 3-item attunement limit. Here’s how it works: When you attempt to attune to an item, make a check according to the item type (e.g. a [I]vicious longsword[/I] might require a Strength check while a [I]helm of comprehending languages[/I] might require an Intelligence check). The DC is 10 for common items, 12 uncommon, 14 rare, 16 very rare, 18 legendary, and 20 artifact. The GM adds a +1 bonus for each way you align with the item (e.g. having the Sage background might give +1 on the check to attune with a [I]helm of comprehending languages[/I]), and a -1 penalty for each item you’re already attuned with. If you’ve recently attuned to an item or the item was recently attuned to someone else, you have disadvantage on the check. Whereas if another PC is able to Help you, you have advantage on the check. If the check succeeds, you attune to the item. However, if it fails, you suffer some consequence like a level of exhaustion, but some magic items may present unique consequences for failure. The DMG page 284-285 tables Magic Item Power by Rarity & Spell Damage give some idea for how to balance consequences for botched attunement. [/QUOTE]
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