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General Tabletop Discussion
*Dungeons & Dragons
Examples of adventuring challenges you can spare a few minutes to do but not a few hours?
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<blockquote data-quote="Sword of Spirit" data-source="post: 8294881" data-attributes="member: 6677017"><p>In process. Basically, I want to figure out exactly what they actually did with the rules for attunement before I start changing them (whether in general or for a particular item). So this topic is just one of several I‘m examining, but it stands out as rather odd.</p><p></p><p></p><p></p><p>How do you derive those points?</p><p></p><p>I ask, because most of those actually are hidden rules I’ve extracted from my analysis of the items in the DMG.</p><p></p><p>Resistance/immunity or Advantage on saves always requires attunement, with the odd exception of the periapt of proof against poison.</p><p></p><p>Items that allow you to cast (or produce the effect of) non-cantrip, non-ritual spells at-will always require attunement.</p><p></p><p>Items that modify ability scores always require attunement.</p><p></p><p>Skills are tricky. For some skills you can get bonuses or Advantage without attunement, but for others it is less consistent. There seems to be a trend to require attunement for things that grant skill bonuses for Perception or Stealth, but there are exceptions to both of those. Swimming (and even getting a swim speed and/or water breathing) doesn’t require attunement, but <em>climbing</em> for some reason you just can’t have without attunement (other than the non-equipable rope of climbing). Jumping is undecided, because the items that help you jump either follow another rule (like producing an at-will spells) or are bundled with another uncommon effect that is hard to analyze.</p><p></p><p>So I’m quite interested to hear what elements of those particular features make them fit that particular criterion. Since you may be thinking the same as the designers about it, you’re already ahead of me on it.</p></blockquote><p></p>
[QUOTE="Sword of Spirit, post: 8294881, member: 6677017"] In process. Basically, I want to figure out exactly what they actually did with the rules for attunement before I start changing them (whether in general or for a particular item). So this topic is just one of several I‘m examining, but it stands out as rather odd. How do you derive those points? I ask, because most of those actually are hidden rules I’ve extracted from my analysis of the items in the DMG. Resistance/immunity or Advantage on saves always requires attunement, with the odd exception of the periapt of proof against poison. Items that allow you to cast (or produce the effect of) non-cantrip, non-ritual spells at-will always require attunement. Items that modify ability scores always require attunement. Skills are tricky. For some skills you can get bonuses or Advantage without attunement, but for others it is less consistent. There seems to be a trend to require attunement for things that grant skill bonuses for Perception or Stealth, but there are exceptions to both of those. Swimming (and even getting a swim speed and/or water breathing) doesn’t require attunement, but [I]climbing[/I] for some reason you just can’t have without attunement (other than the non-equipable rope of climbing). Jumping is undecided, because the items that help you jump either follow another rule (like producing an at-will spells) or are bundled with another uncommon effect that is hard to analyze. So I’m quite interested to hear what elements of those particular features make them fit that particular criterion. Since you may be thinking the same as the designers about it, you’re already ahead of me on it. [/QUOTE]
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Examples of adventuring challenges you can spare a few minutes to do but not a few hours?
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