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Dissapointed with Attunement
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<blockquote data-quote="I'm A Banana" data-source="post: 6035519" data-attributes="member: 2067"><p>Yeah, I don't believe this to be true.</p><p></p><p>So, in the first point, I believe that NEXT magic items will be roughly as core as druids, monks, and sorcerers, in that NEXT magic items will not be "default," but that a lot of DMs will turn those options on. I believe the same will be true of druids, monks, and sorcerers.</p><p></p><p>The same will not be true of the fighter. The fighter (at least a dead simple version of the fighter) will be in 5e by "default." It'll be opt-out, not opt-in.</p><p></p><p>And I really can't believe that a chaotic and unpredictable and perhaps destructive and optional pure character power-up reward that you roll for on a table and may never even award is at all as key to the core D&D experience as one of the fundamental choices that give your character an identity.</p><p></p><p>How many games have you seen or heard of that don't use magic items, or that use magic items sparingly, or that use magic items in that random, chaotic, unpredictable, unreliable, possibly cursed and destructive way that pre-3e handled them, or wherein the DM chose what to include and what to exclude? </p><p></p><p>How many games have you seen where the group doesn't allow the Fighter?</p><p></p><p>All editions have had magic items as a hypothetical reward.</p><p></p><p>Only two editions have tried to require them, though.</p><p></p><p>Nah, 5e can safely put a default out of "no magic items," and let each DM add magic items as they see fit, and thus you can get the effects of every edition you want. If you want chaotic, random, unpredictable magic items -- hey, the system, like OD&D, 1e, and 2e, doesn't assume you have any particular distribution of any of them. If you want a well-balanced treadmill for whatever reason, you can add +1 to AC's and HD's when you add +1 swords. </p><p></p><p>And in neither case do we need attunement to shepherd us to the "right number of items."</p><p></p><p>Which it doesn't do anyway.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6035519, member: 2067"] Yeah, I don't believe this to be true. So, in the first point, I believe that NEXT magic items will be roughly as core as druids, monks, and sorcerers, in that NEXT magic items will not be "default," but that a lot of DMs will turn those options on. I believe the same will be true of druids, monks, and sorcerers. The same will not be true of the fighter. The fighter (at least a dead simple version of the fighter) will be in 5e by "default." It'll be opt-out, not opt-in. And I really can't believe that a chaotic and unpredictable and perhaps destructive and optional pure character power-up reward that you roll for on a table and may never even award is at all as key to the core D&D experience as one of the fundamental choices that give your character an identity. How many games have you seen or heard of that don't use magic items, or that use magic items sparingly, or that use magic items in that random, chaotic, unpredictable, unreliable, possibly cursed and destructive way that pre-3e handled them, or wherein the DM chose what to include and what to exclude? How many games have you seen where the group doesn't allow the Fighter? All editions have had magic items as a hypothetical reward. Only two editions have tried to require them, though. Nah, 5e can safely put a default out of "no magic items," and let each DM add magic items as they see fit, and thus you can get the effects of every edition you want. If you want chaotic, random, unpredictable magic items -- hey, the system, like OD&D, 1e, and 2e, doesn't assume you have any particular distribution of any of them. If you want a well-balanced treadmill for whatever reason, you can add +1 to AC's and HD's when you add +1 swords. And in neither case do we need attunement to shepherd us to the "right number of items." Which it doesn't do anyway. [/QUOTE]
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