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<blockquote data-quote="howandwhy99" data-source="post: 6299177" data-attributes="member: 3192"><p>I'm glad they are looking to add mystery and a sense of wonder to D&D magic items, but I can't believe this is the way to go.</p><p></p><p>First, they've removed game mechanics from the so-called interesting features of magic items and called them "story" features instead. Why have them in the game then, if they are irrelevant to playing the game?</p><p></p><p>Second, Trial & Error was originally in the D&D Playtest. Removing it comes from not supplying rules for magic item designs. Actually playing around with magic items (any item) is the classic means of learning in D&D and made divination spells of such things balanceable and valuable because they magically revealed secrets to players. The rules now are tantamount of the effects of magic spells of the past. I'm sorry, but that last sentence is one of the broken records about contemporary design. "Just tell them how it works" is the opposite of instilling mystery and wonder that act of discovery which makes D&D magical.</p><p></p><p>EDIT:</p><p>Almost forgott, Attunement sounds like a nice magic item feature which is easily house ruled. I'm guessing it's to control how many magic items character can use at once without slot rules.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 6299177, member: 3192"] I'm glad they are looking to add mystery and a sense of wonder to D&D magic items, but I can't believe this is the way to go. First, they've removed game mechanics from the so-called interesting features of magic items and called them "story" features instead. Why have them in the game then, if they are irrelevant to playing the game? Second, Trial & Error was originally in the D&D Playtest. Removing it comes from not supplying rules for magic item designs. Actually playing around with magic items (any item) is the classic means of learning in D&D and made divination spells of such things balanceable and valuable because they magically revealed secrets to players. The rules now are tantamount of the effects of magic spells of the past. I'm sorry, but that last sentence is one of the broken records about contemporary design. "Just tell them how it works" is the opposite of instilling mystery and wonder that act of discovery which makes D&D magical. EDIT: Almost forgott, Attunement sounds like a nice magic item feature which is easily house ruled. I'm guessing it's to control how many magic items character can use at once without slot rules. [/QUOTE]
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