D&D General Passive Power Budget: Balancing Magic Item Attunement, Concentration and Everything Else Properly (or Die Trying)

Silam

Adventurer
The other two threads on magic items made me write a long response which made me think it ought to be its own thread… so here goes:

It’d be nice if magic items were a built-in part of the power balance.

As an example (tweak it however you want, this is just a rough draft)…

You have one "concentration point" per level (so 1 at level 1, 20 at level 20). (Or make them scale like proficiency bonuses if you prefer, it doesn’t matter what the actual number is, as long as it starts low and gets higher)

When you concentrate on a spell, it takes up some of your concentration points (the more powerful the spell, the more it costs). If you have enough points for it, you can actually concentrate on multiple spells. But a spell of the max level you can cast takes up 100% of your concentration.

Fighting styles, rage, unarmored defense, steady aim and all that jazz also require concentration points. They compete with spell concentration too. You can still be a gish, you just can’t concentrate on the best ever fighting style and the best ever spell simultaneously. You can do half-and-half.

And then we come to magic items. Those also take concentration points. If you don’t spend the points, the magic blade is just an inert piece of metal. You haven’t dominated it, mastered it. You’re too distracted focusing on a spell or a style or whatever else. There are no attunement slots, this mechanic replaces that.

In the case of very powerful sentient magic items, such as (but not necessarily limited to) artifacts, if you don’t sink enough concentration points into controlling them, they might control you. The One Ring is a cursed item for anyone but Sauron, who is the only one strong enough to control it.

This mechanic also opens up the door to scalable magic items. You pull Excalibur out of the rock all right, and surely you’re set for life with this thing. You won’t ever need any other weapon. It’s the best ever. But you may only be able to use it up to a +1 weapon for now. When you grow stronger, you might be able to allocate enough points into it to unlock its +2, then +3 power.

So you can pick a mid-level magic item and also concentrate on a mid-level CME and wack foes on the head. Or you can pick up a non-magic weapon (or simply not concentrate on unlocking the full power of your magical weapon) while concentrating on a maxed level (for you at least) CME. The choice is yours.

Either way, it’s built into the core system. The system truly doesn’t care if you have magic items and even if you do, whether you actually use them. Your max power is still capped by your max concentration. Maybe the magic weapons help you last a bit longer when you’re out of slots to concentrate on your own spells… but increased lasting power does not equal increased max power.

Thoughts?
 

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The other two threads on magic items made me write a long response which made me think it ought to be its own thread… so here goes:

It’d be nice if magic items were a built-in part of the power balance.

As an example (tweak it however you want, this is just a rough draft)…

You have one "concentration point" per level (so 1 at level 1, 20 at level 20). (Or make them scale like proficiency bonuses if you prefer, it doesn’t matter what the actual number is, as long as it starts low and gets higher)

When you concentrate on a spell, it takes up some of your concentration points (the more powerful the spell, the more it costs). If you have enough points for it, you can actually concentrate on multiple spells. But a spell of the max level you can cast takes up 100% of your concentration.

Fighting styles, rage, unarmored defense, steady aim and all that jazz also require concentration points. They compete with spell concentration too. You can still be a gish, you just can’t concentrate on the best ever fighting style and the best ever spell simultaneously. You can do half-and-half.

And then we come to magic items. Those also take concentration points. If you don’t spend the points, the magic blade is just an inert piece of metal. You haven’t dominated it, mastered it. You’re too distracted focusing on a spell or a style or whatever else. There are no attunement slots, this mechanic replaces that.

In the case of very powerful sentient magic items, such as (but not necessarily limited to) artifacts, if you don’t sink enough concentration points into controlling them, they might control you. The One Ring is a cursed item for anyone but Sauron, who is the only one strong enough to control it.

This mechanic also opens up the door to scalable magic items. You pull Excalibur out of the rock all right, and surely you’re set for life with this thing. You won’t ever need any other weapon. It’s the best ever. But you may only be able to use it up to a +1 weapon for now. When you grow stronger, you might be able to allocate enough points into it to unlock its +2, then +3 power.

So you can pick a mid-level magic item and also concentrate on a mid-level CME and wack foes on the head. Or you can pick up a non-magic weapon (or simply not concentrate on unlocking the full power of your magical weapon) while concentrating on a maxed level (for you at least) CME. The choice is yours.

Either way, it’s built into the core system. The system truly doesn’t care if you have magic items and even if you do, whether you actually use them. Your max power is still capped by your max concentration. Maybe the magic weapons help you last a bit longer when you’re out of slots to concentrate on your own spells… but increased lasting power does not equal increased max power.

Thoughts?
The first thought to come to my mind is that if the system is tracking the concentration points and accounting for those in game balance, it does care about magic items. They aren't truly ignored by the system the way 5e ignores them.

My second thought is that if people are forced to choose between spells to concentrate on and magic items to concentrate on, it's going to feel like their choices are restricted and I think a lot of folks won't like that.

All in all I think it's an interesting idea and might be more fun that the current concentration mechanics and attunement. It would allow casters to to concentrate on multiple lower level spells and would allow players to have their PCs not have to worry about attunement limitations, while still limiting the number of magic items that they can use at once. I just think that there would need to be two concentration pools. One for spells and one for the magic items.
 

The first thought to come to my mind is that if the system is tracking the concentration points and accounting for those in game balance, it does care about magic items. They aren't truly ignored by the system the way 5e ignores them.

Indeed. The proposed system does not pretend that it "does not care because they don’t matter anyway". Rather, it "does not care whether you use them or not, because they carry an opportunity cost and therefore do not upset the game balance".

My second thought is that if people are forced to choose between spells to concentrate on and magic items to concentrate on, it's going to feel like their choices are restricted and I think a lot of folks won't like that.

Yes… any single thing taken away will have people up in arms about it, for sure. On the other hand, you can’t concentrate on more than one spell now, nor can you attune to more than 3 magic items now, and in this system you could (not that it’s necessarily a good idea to do so, but at least the option is there). It might also tamper down stuff like the field report from the other thread of someone who rage quit over Ready a Spell requiring that they break their concentration on Hex 😅

All in all I think it's an interesting idea and might be more fun that the current concentration mechanics and attunement. It would allow casters to to concentrate on multiple lower level spells and would allow players to have their PCs not have to worry about attunement limitations, while still limiting the number of magic items that they can use at once. I just think that there would need to be two concentration pools. One for spells and one for the magic items.

Maybe! Like I said this is a rough draft, and I’m sure it can be improved… if you’re a Fighter 19 with 19 points of concentration which you use for crazy fighting styles, and then you multiclass into a Fighter 19 / Wizard 1, you probably should not be allowed to plow all 20 of your concentration points into an untold number of stacked concentrarion spells… you might have an absolute limit based on character level and then some lower ceilings for class-specific abilities in the case of a multi-classed character. And maybe magic items have a little carve out of that sort as well. I don’t know, I’m just riffing at the point.
 

The other two threads on magic items made me write a long response which made me think it ought to be its own thread… so here goes:

It’d be nice if magic items were a built-in part of the power balance.
I really oppose this on principle. Magic items are great, but the baseline assumptions of the game should never ever require magic items for pcs to be balanced at their level. Obviously, this is a playstyle preference, but it's far easier to add magic items to a game than to remove them from one where they are built in balance elements (see: 3e and 4e).

As an example (tweak it however you want, this is just a rough draft)…

You have one "concentration point" per level (so 1 at level 1, 20 at level 20). (Or make them scale like proficiency bonuses if you prefer, it doesn’t matter what the actual number is, as long as it starts low and gets higher)

When you concentrate on a spell, it takes up some of your concentration points (the more powerful the spell, the more it costs). If you have enough points for it, you can actually concentrate on multiple spells. But a spell of the max level you can cast takes up 100% of your concentration.
This is already, IMHO, kind of problematic. Allowing multiple concentration spells defeats the purpose of having concentration as a meaningful limit. I'd be very wary of it. In my game, it costs an 8th level spell to concentrate on two effects at once. Others may value it differently, but that's the level of cost I feel it should impose.

Fighting styles, rage, unarmored defense, steady aim and all that jazz also require concentration points. They compete with spell concentration too. You can still be a gish, you just can’t concentrate on the best ever fighting style and the best ever spell simultaneously. You can do half-and-half.
I like the idea of concentration based martial effects. However, I'm not sure this would improve the game. The fact is, martial characters get hit almost every round in many fights, sometimes more than once. Tying their abilities to concentration means they would lose those abilities mid-fight very often. I'm not sure what to suggest on that; making it easier to maintain concentration defeats the purpose of having it in the first place.

And then we come to magic items. Those also take concentration points. If you don’t spend the points, the magic blade is just an inert piece of metal. You haven’t dominated it, mastered it. You’re too distracted focusing on a spell or a style or whatever else. There are no attunement slots, this mechanic replaces that.

In the case of very powerful sentient magic items, such as (but not necessarily limited to) artifacts, if you don’t sink enough concentration points into controlling them, they might control you. The One Ring is a cursed item for anyone but Sauron, who is the only one strong enough to control it.

This mechanic also opens up the door to scalable magic items. You pull Excalibur out of the rock all right, and surely you’re set for life with this thing. You won’t ever need any other weapon. It’s the best ever. But you may only be able to use it up to a +1 weapon for now. When you grow stronger, you might be able to allocate enough points into it to unlock its +2, then +3 power.

So you can pick a mid-level magic item and also concentrate on a mid-level CME and wack foes on the head. Or you can pick up a non-magic weapon (or simply not concentrate on unlocking the full power of your magical weapon) while concentrating on a maxed level (for you at least) CME. The choice is yours.

Either way, it’s built into the core system. The system truly doesn’t care if you have magic items and even if you do, whether you actually use them. Your max power is still capped by your max concentration. Maybe the magic weapons help you last a bit longer when you’re out of slots to concentrate on your own spells… but increased lasting power does not equal increased max power.

Thoughts?
So how does this interact with having your concentration broken? Or is the assumption that it can't be broken anymore? Because breaking concentration is a major element of balancing spells. I don't know, I'm not trying to be negative- there are some elements in here that I like- but I feel like you're trying to tie together disparate elements under one system that might not be well suited to all the things you're trying to do here.
 







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