I'm A Banana
Potassium-Rich
pemerton said:I hope you're not surprised that I don't dissent from any of that.
But have a look at the polls on "should magic items be in the DMG or the PHB". It's pretty much one-way traffic on this issue. So Attunement may be the best they can do to open a door to player/character-focus within a framework that begins from an assumption of total GM-control.
Totally.

Cyberen said:KM, pemerton : I see where you come from, and I think "magical gear as part of the character" is a perfectly valid playstyle and an interesting venue, but as it departs quite a lot from mainstream D&D, would be better addressed by a *module*. This is the reason why I think attunement is a great placeholder : it is an entry point for whatever way of handling magic items that befits your table, and it literally begs tinkering. I don't think the main purpose of this mechanic is the handling of the Xmas Tree Plague (a lower EWL would actually fit the bill better), as much as weaving the items in a narrative, including a background and a purpose. Attunement can be seen as a question to the player/character : do you accept the side quest attached to the item. Not too bad, actually.
You know, items-as-quest-generators is one of the more appealing things about this L&L column to me. It's a cool idea, and explicitly links the risk and reward element of magic items in a way that is pretty exciting. I've got brain ideas from that, and like Martha Stewart says, it's a good thing.