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<blockquote data-quote="I'm A Banana" data-source="post: 6299738" data-attributes="member: 2067"><p>Sure, but even trying to have an "iconic weapon" mechanic like attunement is something that D&D has rarely explored. Magic items in EVERY edition of D&D have been in function disposable trinkets hawked at the nearest +1 Sword Exchange Palace if the dice gods were not generous in bestowing useful items from random treasure hoards. Adding mystery and depth to that is a good step, but there's a lot of ways to do 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). </p><p></p><p>Magic items as character customization options is something D&D shies away from in general, so if you want to add that layer to it, it would make sense to keep it in the same camp as every other character customization option: something the <em>player</em> can do. 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.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6299738, member: 2067"] Sure, but even trying to have an "iconic weapon" mechanic like attunement is something that D&D has rarely explored. Magic items in EVERY edition of D&D have been in function disposable trinkets hawked at the nearest +1 Sword Exchange Palace if the dice gods were not generous in bestowing useful items from random treasure hoards. Adding mystery and depth to that is a good step, but there's a lot of ways to do 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). Magic items as character customization options is something D&D shies away from in general, so if you want to add that layer to it, it would make sense to keep it in the same camp as every other character customization option: something the [I]player[/I] can do. 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. [/QUOTE]
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