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October Playtest Packet - Magic Items, Updated XP, Monster Traits
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<blockquote data-quote="I'm A Banana" data-source="post: 6029120" data-attributes="member: 2067"><p>It's early in the process and late at night, but I don't get what "attunement" adds to the game.</p><p></p><p>"I can use all of this item's abilities after spending 10 minutes looking at it funny" doesn't seem to be any different than the typical DM handwave of "After poking around with it for a few minutes, you discover that it's powers are as follows...," which, if you're going to codify it into the rules, might be something like "During your next short rest, you learn the item's properties." </p><p></p><p>I also don't quite grok the "maximum number of attuned items." What, for some reason the universe only lets me have three items that I know the secrets of? The experimental rule is a little better, but I don't know why there needs to be a cap at all? I mean, if magic items are supposed to be direct power-ups, there's no reason to cap how many you can use, right? More power is just MOAR POWER. </p><p></p><p>There's a lot of good stuff in this, and I'm a big fan of the additions so far, but attunement specifically strikes me as largely superfluous, especially since there's no functional cost for doing it. Why not just let everyone who grabs a Dwarven Thrower (or whatever) use the Attuned properties right out the gate? Why introduce this rather pointless-seeming intermediary step?</p><p></p><p>It must be said though, that I think for the first time in about a decade, I think they got the general thinking behind magic items aligned with how I actually am going to play D&D.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6029120, member: 2067"] It's early in the process and late at night, but I don't get what "attunement" adds to the game. "I can use all of this item's abilities after spending 10 minutes looking at it funny" doesn't seem to be any different than the typical DM handwave of "After poking around with it for a few minutes, you discover that it's powers are as follows...," which, if you're going to codify it into the rules, might be something like "During your next short rest, you learn the item's properties." I also don't quite grok the "maximum number of attuned items." What, for some reason the universe only lets me have three items that I know the secrets of? The experimental rule is a little better, but I don't know why there needs to be a cap at all? I mean, if magic items are supposed to be direct power-ups, there's no reason to cap how many you can use, right? More power is just MOAR POWER. There's a lot of good stuff in this, and I'm a big fan of the additions so far, but attunement specifically strikes me as largely superfluous, especially since there's no functional cost for doing it. Why not just let everyone who grabs a Dwarven Thrower (or whatever) use the Attuned properties right out the gate? Why introduce this rather pointless-seeming intermediary step? It must be said though, that I think for the first time in about a decade, I think they got the general thinking behind magic items aligned with how I actually am going to play D&D. [/QUOTE]
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October Playtest Packet - Magic Items, Updated XP, Monster Traits
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