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Dissapointed with Attunement
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<blockquote data-quote="Tony Vargas" data-source="post: 6036628" data-attributes="member: 996"><p>They don't just overlap in 'namespace,' they can be exactly the same thing. A wizard who makes a Staff of the Magi has the same item as a wizard who finds a Staff of the Magi. Relics excepted, most magic items are made by somebody. </p><p></p><p>Sounds reasonable, IMHO, but I'm biased since that's what I was saying. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> Sadly, that's not how it's ever worked out, and 5e isn't headed in that direction. By the time 4e got around to wish-listing items, putting them very nearly under 'player control,' they'd also knocked them down so many pegs they were hardly character-defining anymore. When they were potent/significant/interesting enough to be character-defining they were the DM's province. </p><p></p><p>A powerful or thematic enough item can end up being character-defining, and not necessarily in a 'that's cool!' opt-in kind of way, but in a "I'd be a fool not use this overwhelmingly powerful item and base all my decisions around making optimal use of it" way. </p><p></p><p>Regardless of the details of attunement, an attunement limit puts makes which items to attune a player decision, which gives him back some small measure of control over how items will define his character. Assuming, of course, the DM gives out more (significant) items than the attunment limit...</p><p></p><p>There's little choice. If items are significant enough to be character-defining, that aspect needs to be considered. The trick is getting the right iteems under the right 'rubrik.' Most DMs would be inclined to keep very poweful items under their control, and let players make/buy/wish-list/whatever, trivial items - if only to keep the balance (power level) of their campaign under control. Unfortunately, that puts the wrong items in the wrong bailiwicks, and the DM ends up defining charcters with treasure, instead of just letting treasure be treasure. </p><p></p><p>If items are 'figured in' and balanced (but significant), and players have significant influence over what items they end up retaining, then the character-defining items are doing their job, defining characters to fit player concepts. If treasure items short-durration 'wild cards,' plot devices, and non-character-defining nick-knacks (however colorful and interesting), that works, too. You can keep them separate and workable.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6036628, member: 996"] They don't just overlap in 'namespace,' they can be exactly the same thing. A wizard who makes a Staff of the Magi has the same item as a wizard who finds a Staff of the Magi. Relics excepted, most magic items are made by somebody. Sounds reasonable, IMHO, but I'm biased since that's what I was saying. ;) Sadly, that's not how it's ever worked out, and 5e isn't headed in that direction. By the time 4e got around to wish-listing items, putting them very nearly under 'player control,' they'd also knocked them down so many pegs they were hardly character-defining anymore. When they were potent/significant/interesting enough to be character-defining they were the DM's province. A powerful or thematic enough item can end up being character-defining, and not necessarily in a 'that's cool!' opt-in kind of way, but in a "I'd be a fool not use this overwhelmingly powerful item and base all my decisions around making optimal use of it" way. Regardless of the details of attunement, an attunement limit puts makes which items to attune a player decision, which gives him back some small measure of control over how items will define his character. Assuming, of course, the DM gives out more (significant) items than the attunment limit... There's little choice. If items are significant enough to be character-defining, that aspect needs to be considered. The trick is getting the right iteems under the right 'rubrik.' Most DMs would be inclined to keep very poweful items under their control, and let players make/buy/wish-list/whatever, trivial items - if only to keep the balance (power level) of their campaign under control. Unfortunately, that puts the wrong items in the wrong bailiwicks, and the DM ends up defining charcters with treasure, instead of just letting treasure be treasure. If items are 'figured in' and balanced (but significant), and players have significant influence over what items they end up retaining, then the character-defining items are doing their job, defining characters to fit player concepts. If treasure items short-durration 'wild cards,' plot devices, and non-character-defining nick-knacks (however colorful and interesting), that works, too. You can keep them separate and workable. [/QUOTE]
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