... as well as indirectly benefiting fighters, who will probably benefit the most from multiple magic items.
Don't you mean "desperately searching for mechanical doodads to hang off your charisma bonus?"It is for precisely this reason that it should be based on Charisma ("force of personality").
Don't you mean "desperately searching for mechanical doodads to hang off your charisma bonus?"![]()
Two out of three examples given show only an RPG related drawback. What's more, the drawbacks define a part of the campaign ("seek out lost clan home") and mingle with the defiition of a PC's character ("fealty to Asmodeus"), respectively.
MarkB is correct that we have no answers to the questions that he asks.what happens when the DM says "you feel compelled to head east to the Lost Clan" and the player says "nah, I'm going to resist that temptation and head off south to find that dragon hoard." Does the urge become a compulsion? Are penalties imposed? Does the item de-attune? And what's the timeframe on these effects?
Detecting magic items just by handling them? Automatically identifying an item with a short rest? These ideas stink on ice and undermine any sense of mystery that attunement was trying to provide.
I don't mind mysterious magic items, but the traditional D&D approach of guessing games, or using Identify or visiting a sage, isn't really a great way of achieving this in my experience. It introduces a procedural element into play, rather than putting any sort of mystery at the centre of the play experience. Artefacts, with emergent or "awakening" properties, are more genuinely mysterious in my experience.There are a lot of gamers who would like magic items to be intriguing, so that when you find one, you have to think about how to find out what it really does.
ThirdWizard;6299466if it was likely that you'd have gauntlets of ogre power said:I can see that this is quite likely, but on the face of it I don't see the issue.
Players in my games know to train Diplomacy or Intimidate or Insight rather than Nature or Perception or Thievery, because I use a lot of social encounters and comparatively little outdoor trekking or lock-picking in my games. They also know that abilities that let them fight undead or demons will probably be more useful than abilities to fight dragons, because I use lots of undead and demons (and own all the sourcebooks) and not many dragons (and make a point of not buying the Draconomicon).
I don't see the issue with players building PCs to suit the play environment they know their GM prefers.
OK, but D&D has rarely explored that sort of alternative game element with much richness (and eg PF alchemists are often derided for their inability to share potions), and so it's no real surprise that D&Dnext seems not to be taking huge strides in that direction.IMO, if an item is to be iconic and character-defining, it's more of a character feature than a magic item. Excalibur isn't a magic item, it's Arthur taking the "Magic Royal Sword" feat. Dizzt's figurine isn't just some treasure, it's Drizzt's "PokePanther" alternate class feature. Achilles's armor isn't just a piece of equipment, its part of his "Epic War Hero" theme. That is, it's based in the character, not in the item. That's an entirely different kind of game element than "look at this sweet sword I found in this dragon's lair," and it seems odd to put them both in the same bucket.
OK, but D&D has rarely explored that sort of alternative game element with much richness (and eg PF alchemists are often derided for their inability to share potions), and so it's no real surprise that D&Dnext seems not to be taking huge strides in that direction.
I hope you're not surprised that I don't dissent from any of that.Of the many methods that exist to have characters defined by their iconic magic items (including ways that D&D has explored in the past, such as intelligent items, artifacts, Ancestral Daisho, Weapons of Legacy, and 4e Wishlists), attunement seems an odd duck due to the fact that a character's use of it depends largely on the gear the DM feels fit to award them. Which, since it's all bonus gear and random tables are back in a big way, won't necessarily be any more relevant to the party than magic items during 2e, or 1e (or 3e-without-magic-shops).
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5e's default vision of magic items is not something the player controls, so it's a little rough to say that PC's are expected to form close bonds with the gear via attunement. These things seem to be working a bit at cross-purposes.
Detecting magic items just by handling them? Automatically identifying an item with a short rest? These ideas stink on ice and undermine any sense of mystery that attunement was trying to provide.