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<blockquote data-quote="Li Shenron" data-source="post: 6299343" data-attributes="member: 1465"><p>I refer to [MENTION=18]Ruin Explorer[/MENTION] comment about this. </p><p></p><p>Why three times? Why <em>not</em> three times? It's just a number, same as the number of spells a Wizard can prepare, if there has to be a number, there has to be a number.</p><p></p><p>They actually put a "max as many items as your Cha bonus" variant in the playtest. That already is a narrative explanation, but the drawback is that low-Cha PC players will protest vehemently against this.</p><p></p><p>You could have a fixed number, a level-dependent number, or a number depending on another ability. All these options have pros and cons, and someone will always come up asking "why not the other?"</p><p></p><p>I think the main purpose of attunement is not to restrict how many items a PC has, but rather how many she can load at once. Attuning is fast, so in a sense we might be only switching from a "Christmas tree" effect to a "Santa's bag" effect, i.e. instead of a PC going around with 20+ items hanging from her body, she'll go around with just as many items stored in her bag except 3 of them, and switching between encounters if necessary. With this in mind, that DM still needs to just not give out too many items. So after all, the cap itself is actually not that necessary to have... it could be just a suggestion for the DMs who are afraid of going overboard, and prefer to have a written number to rely on.</p><p></p><p></p><p></p><p>Definitely this.</p><p></p><p>I liked the idea behind a Samurai's ancestral daisho in d20 Rokugan: in a setting where magic items are rare, not given out lightly (and especially not on sale), the magic katana of a Samurai was technically a class feature, a weapon which the Samurai herself "awakens" and improves every now and then.</p><p></p><p>I don't think the rules need to enforce anything like this, but it would be nice to have guidelines and suggestions. One possibility is to have an attuned item develop new abilities based on what the PC does in the story (e.g. the usual "after slaying the red dragon, your sword is now <em>flaming</em>"). Another is to let the player choose. A third option is to go random.</p><p></p><p>What I like in the idea of <em>progressive</em> attunement (i.e. the item develops further features gradually), is that stealing someone else's stuff doesn't mean you suddenly can activate all its powers.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 6299343, member: 1465"] I refer to [MENTION=18]Ruin Explorer[/MENTION] comment about this. Why three times? Why [I]not[/I] three times? It's just a number, same as the number of spells a Wizard can prepare, if there has to be a number, there has to be a number. They actually put a "max as many items as your Cha bonus" variant in the playtest. That already is a narrative explanation, but the drawback is that low-Cha PC players will protest vehemently against this. You could have a fixed number, a level-dependent number, or a number depending on another ability. All these options have pros and cons, and someone will always come up asking "why not the other?" I think the main purpose of attunement is not to restrict how many items a PC has, but rather how many she can load at once. Attuning is fast, so in a sense we might be only switching from a "Christmas tree" effect to a "Santa's bag" effect, i.e. instead of a PC going around with 20+ items hanging from her body, she'll go around with just as many items stored in her bag except 3 of them, and switching between encounters if necessary. With this in mind, that DM still needs to just not give out too many items. So after all, the cap itself is actually not that necessary to have... it could be just a suggestion for the DMs who are afraid of going overboard, and prefer to have a written number to rely on. Definitely this. I liked the idea behind a Samurai's ancestral daisho in d20 Rokugan: in a setting where magic items are rare, not given out lightly (and especially not on sale), the magic katana of a Samurai was technically a class feature, a weapon which the Samurai herself "awakens" and improves every now and then. I don't think the rules need to enforce anything like this, but it would be nice to have guidelines and suggestions. One possibility is to have an attuned item develop new abilities based on what the PC does in the story (e.g. the usual "after slaying the red dragon, your sword is now [I]flaming[/I]"). Another is to let the player choose. A third option is to go random. What I like in the idea of [I]progressive[/I] attunement (i.e. the item develops further features gradually), is that stealing someone else's stuff doesn't mean you suddenly can activate all its powers. [/QUOTE]
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