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<blockquote data-quote="I'm A Banana" data-source="post: 6299306" data-attributes="member: 2067"><p>....better.</p><p></p><p>Attunement still strikes me as crazy metagame (it's so stressful you can only do it three times!....three?) and largely unnecessary (Dear DMs who don't want their characters to have a lot of magic items: it might help if you can just not give out a lot of magic items?). So it's starting off on the wrong foot.</p><p></p><p>But the system as a way for describing how one finds out about a magic item's properties (and drawbacks) is pretty solid. The drawbacks and lore bits might have an issue of "sure, you can, but nobody ever does" unless 5e comes with some neat random tables to roll on for that. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p>And I'm fond of the idea of these items being iconic, character-defining items. But, IMO, if an item is to be iconic and character-defining, it's more of a <em>character feature</em> 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 <strong>character</strong>, not in the <strong>item</strong>. 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. It's kind of weak to have your character-defining magic item dependent on your DM giving it to you. </p><p></p><p>So better. It still doesn't do away with my central problems with attunement, but I could see adopting the "attunement process" as a way of discovering what a complex magic item does and is all about, and dropping the apparently pointless metagame cap that the system comes with. And maybe seeing what they do with iconic items and adpoting it for a feat or an alternate class feature or something. Better. There's something usable here.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6299306, member: 2067"] ....better. Attunement still strikes me as crazy metagame (it's so stressful you can only do it three times!....three?) and largely unnecessary (Dear DMs who don't want their characters to have a lot of magic items: it might help if you can just not give out a lot of magic items?). So it's starting off on the wrong foot. But the system as a way for describing how one finds out about a magic item's properties (and drawbacks) is pretty solid. The drawbacks and lore bits might have an issue of "sure, you can, but nobody ever does" unless 5e comes with some neat random tables to roll on for that. ;) And I'm fond of the idea of these items being iconic, character-defining items. But, IMO, if an item is to be iconic and character-defining, it's more of a [I]character feature[/I] 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 [B]character[/B], not in the [B]item[/B]. 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. It's kind of weak to have your character-defining magic item dependent on your DM giving it to you. So better. It still doesn't do away with my central problems with attunement, but I could see adopting the "attunement process" as a way of discovering what a complex magic item does and is all about, and dropping the apparently pointless metagame cap that the system comes with. And maybe seeing what they do with iconic items and adpoting it for a feat or an alternate class feature or something. Better. There's something usable here. [/QUOTE]
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