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General Tabletop Discussion
*Dungeons & Dragons
Thoughts Regarding the Number of Attuned Items
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<blockquote data-quote="I'm A Banana" data-source="post: 6606365" data-attributes="member: 2067"><p>I'm someone who didn't like the attunement mechanic to begin with, but I've mostly come around when seeing it in play and thinking about the design purposes it serves (still a few minor issues with it, but its gains are pretty big). </p><p></p><p>Ultimately, if you're handing out enough magic items that people are running up against their attunement limit regularly, you're <em>running a high-magic game</em>. That's kind of the only place where that limit even becomes a consideration.</p><p></p><p>And one of the things to understand about the limit is that it is there so that the party doesn't become <em>too powerful to be challenged</em>. Magic items in 5e are a raw boost to your power. They are not required to do things, they are a straight-up increase. </p><p></p><p>So if you're running a high-magic game and you dropped attunement limits, your game would mainly become significantly easier. </p><p></p><p>That's not necessarily a problem if you're playing more for story than for challenge, and you don't mind the occasional "boss fight cake-walk."</p><p></p><p>But if you like a game of death and risk and the like, you probably want to tell them to simmer down. </p><p></p><p>You might also want to not reward as many magic items - even if you roll them or whatever, your party is clearly swimmin' in 'em. </p><p></p><p>That, plus send a thief in the night to steal their stuff. <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></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6606365, member: 2067"] I'm someone who didn't like the attunement mechanic to begin with, but I've mostly come around when seeing it in play and thinking about the design purposes it serves (still a few minor issues with it, but its gains are pretty big). Ultimately, if you're handing out enough magic items that people are running up against their attunement limit regularly, you're [I]running a high-magic game[/I]. That's kind of the only place where that limit even becomes a consideration. And one of the things to understand about the limit is that it is there so that the party doesn't become [I]too powerful to be challenged[/I]. Magic items in 5e are a raw boost to your power. They are not required to do things, they are a straight-up increase. So if you're running a high-magic game and you dropped attunement limits, your game would mainly become significantly easier. That's not necessarily a problem if you're playing more for story than for challenge, and you don't mind the occasional "boss fight cake-walk." But if you like a game of death and risk and the like, you probably want to tell them to simmer down. You might also want to not reward as many magic items - even if you roll them or whatever, your party is clearly swimmin' in 'em. That, plus send a thief in the night to steal their stuff. ;) [/QUOTE]
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