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Dissapointed with Attunement
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<blockquote data-quote="Tony Vargas" data-source="post: 6036303" data-attributes="member: 996"><p>That's getting into stylistic and character concept issues. The wise wizard who knows the ins and outs of magic does not find an item he makes mysterious, and, unless he intended to make a Wand of Wonder, would consider an item failed if it were unpredictable. The reluctant 'thief' who'd rather be home in his comfy hobbit hole, can find items unpredictable and dangerous. Magic in a world like Eberron or FR plays a different role than it does in one like Greyhawk or Athas. </p><p></p><p>Which, ironically, would be fine if magic items were plot elements and minor adjuncts to the character that aren't at all defining (like they were in 4e). </p><p></p><p>The funny thing is that the modern approach to magic items - 'built in' to advancement and heavily player-influenced - is more sensible when used with classic magic items that are wonderous/potent and character-defining and/or used to make up class deficiencies. While, conversely, the classic random/DM-driven approach to magic items is less of a problem when the items are non-character-defining, and less balance-impacting ones that won't overshadow PC abilities, and positively sensible when they're 'plot devices' that are part of the story/setting - which classic items weren't, but modern takes (wealth/level items and artifacts, respectively) are. </p><p></p><p>So, if 5e uses classic items with the modern approach, or modern items with the classic approach, it could do quite well. </p><p></p><p>Attunement doesn't seem too bad. With classic items, it makes the player choose a subset of items found to actually claim and use, which puts some small measure of the character-defining impact of classic items back in the hands of the player. It moderates the DM-overwriting-character-concept, balance, and other issues with the classic approach/classic items combination.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6036303, member: 996"] That's getting into stylistic and character concept issues. The wise wizard who knows the ins and outs of magic does not find an item he makes mysterious, and, unless he intended to make a Wand of Wonder, would consider an item failed if it were unpredictable. The reluctant 'thief' who'd rather be home in his comfy hobbit hole, can find items unpredictable and dangerous. Magic in a world like Eberron or FR plays a different role than it does in one like Greyhawk or Athas. Which, ironically, would be fine if magic items were plot elements and minor adjuncts to the character that aren't at all defining (like they were in 4e). The funny thing is that the modern approach to magic items - 'built in' to advancement and heavily player-influenced - is more sensible when used with classic magic items that are wonderous/potent and character-defining and/or used to make up class deficiencies. While, conversely, the classic random/DM-driven approach to magic items is less of a problem when the items are non-character-defining, and less balance-impacting ones that won't overshadow PC abilities, and positively sensible when they're 'plot devices' that are part of the story/setting - which classic items weren't, but modern takes (wealth/level items and artifacts, respectively) are. So, if 5e uses classic items with the modern approach, or modern items with the classic approach, it could do quite well. Attunement doesn't seem too bad. With classic items, it makes the player choose a subset of items found to actually claim and use, which puts some small measure of the character-defining impact of classic items back in the hands of the player. It moderates the DM-overwriting-character-concept, balance, and other issues with the classic approach/classic items combination. [/QUOTE]
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