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Dissapointed with Attunement
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<blockquote data-quote="I'm A Banana" data-source="post: 6034615" data-attributes="member: 2067"><p>Like I said above, I think that a lot of people WILL use magic items, at least occasionally. </p><p></p><p>But in 5e, they will have to actively choose to do so.</p><p></p><p>And when they make that choice, the designers can make it an educated choice, by describing the boost that magic items inherently bring.</p><p></p><p>If that's done, there doesn't need to be any way to then "limit" the magic items after the fact. The DM must be educated before they decide to do it, and once they decide to do it, they've been given the tools they need to do it responsibly. </p><p></p><p>Magic items being opt-in means that most people who learn to play D&D and who want to use magic items will then also be DMs who are empowered to make judgement calls about the level of enjoyable imbalance in their own games.</p><p></p><p>That's creating competent DM's. That can't help but improve the game for everyone.</p><p></p><p></p><p></p><p>Attunement doesn't do that, though. There's limits on "attuned" items, but a lot of "attuned" items give basic bonuses even if not attuned, and there's also a lot of items that don't need to be attuned that also grant bonuses. </p><p></p><p>I'm rather thinking that attunement was an attempt to make magic items feel "special" (ie: they require more effort than simply picking them up, and it's limited) while also trying not to make a magic item's activation dominate the game (hence the 10 minute rule). </p><p></p><p></p><p></p><p>We likely agree more than we disagree. I don't think attunement is a horrible idea, I just think it's something that should be opt-in (and something that should be more significant than it is now). </p><p></p><p>Sort of, rather than making certain items "attuneable" and then having a general attunement rule, you can opt as a DM to add "attunement" to a given magic item, which then becomes "powered up" under the right conditions (much like you can add a "secret" to a given magic item now). You can include a menu of actions that attune an item, a limit on items that you can attune, and a menu of "powered up" abilities, and an example or seven. </p><p></p><p>They don't need to be part of everyone's D&D, though.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6034615, member: 2067"] Like I said above, I think that a lot of people WILL use magic items, at least occasionally. But in 5e, they will have to actively choose to do so. And when they make that choice, the designers can make it an educated choice, by describing the boost that magic items inherently bring. If that's done, there doesn't need to be any way to then "limit" the magic items after the fact. The DM must be educated before they decide to do it, and once they decide to do it, they've been given the tools they need to do it responsibly. Magic items being opt-in means that most people who learn to play D&D and who want to use magic items will then also be DMs who are empowered to make judgement calls about the level of enjoyable imbalance in their own games. That's creating competent DM's. That can't help but improve the game for everyone. Attunement doesn't do that, though. There's limits on "attuned" items, but a lot of "attuned" items give basic bonuses even if not attuned, and there's also a lot of items that don't need to be attuned that also grant bonuses. I'm rather thinking that attunement was an attempt to make magic items feel "special" (ie: they require more effort than simply picking them up, and it's limited) while also trying not to make a magic item's activation dominate the game (hence the 10 minute rule). We likely agree more than we disagree. I don't think attunement is a horrible idea, I just think it's something that should be opt-in (and something that should be more significant than it is now). Sort of, rather than making certain items "attuneable" and then having a general attunement rule, you can opt as a DM to add "attunement" to a given magic item, which then becomes "powered up" under the right conditions (much like you can add a "secret" to a given magic item now). You can include a menu of actions that attune an item, a limit on items that you can attune, and a menu of "powered up" abilities, and an example or seven. They don't need to be part of everyone's D&D, though. [/QUOTE]
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