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General Tabletop Discussion
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Thoughts Regarding the Number of Attuned Items
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<blockquote data-quote="Mephista" data-source="post: 6606371" data-attributes="member: 6786252"><p>Attunement... is kind of... it definitely favors some fighting styles more than others.</p><p></p><p>~ For Unarmed Defense people, they really need Bracers of Armor to keep up with the +X light/medium/heavy armors. Bracers require attunement, while a +3 light armor doesn't; Barbarians and Monks need to max out their CON/WIS respectively to match, while mage armor peeps will always be stuck at 13+DEX, decidedly behind in AC. Barbarians, many of whom don't max out DEX, will also be significantly behind others in AC. </p><p> </p><p>~ The best weapons need to be attuned, while there's only a handful of attunement shields (which also don't increase your AC, making it a curious thing where non-attuned shields tend to be better for you than attuned at high level). This means that magic item attunement favors either Two-Handed Weapons, or Sword/Board. Light two weapon users are strained, needing two attunements if you end up with fairly nice blades. </p><p></p><p>~ If you're a spellblade type, and you want to go Sword-Focus, that leaves you with two of your attunement slots consumed just with your hands. There's already an effective feat tax to function, but this kind of doubles as an "equipment" tax as well. Skalds, Favored Souls, Hexblades, etc. </p><p></p><p></p><p>The purpose of Attunement was to avoid the Christmas Tree effect, where you cover yourselves in magic items. It succeeds, but it also does so in a way that favors some styles over others. A good weapon/stave, a good armor, and a strong miscellaneous item. </p><p></p><p>This creates a situation where you effectively have to allocate your "attunement" slots to one in each hand, your armor, and if you're lucky, one open spot. Once those spots are taken... there's no longer any need for magic items. A wizard who has a nice magic robe (lets say Eyes, I think that's a good one), a Staff of Fire, and Bracers of Armor, and runs across a Ring of Spell Storing. He either has to throw out one of his old items, or not use it. It eliminates a lot of the thrill of finding treasure. </p><p></p><p>Gold! Which... you don't spend on much. Magic items are neat, but more of a curiosity before offloading them onto someone else. Scrolls and potions are handy if you need them, but a lot of people don't really play well with consumables, and often forget about them. </p><p></p><p></p><p>It creates a kind of more story driven game. Where magic needs to be handed out rarely and with great restraint, otherwise it becomes meaningless. Your players might just not be happy with that. They might want a wide variety of cool things (many of which are attunement!) but they can't.</p></blockquote><p></p>
[QUOTE="Mephista, post: 6606371, member: 6786252"] Attunement... is kind of... it definitely favors some fighting styles more than others. ~ For Unarmed Defense people, they really need Bracers of Armor to keep up with the +X light/medium/heavy armors. Bracers require attunement, while a +3 light armor doesn't; Barbarians and Monks need to max out their CON/WIS respectively to match, while mage armor peeps will always be stuck at 13+DEX, decidedly behind in AC. Barbarians, many of whom don't max out DEX, will also be significantly behind others in AC. ~ The best weapons need to be attuned, while there's only a handful of attunement shields (which also don't increase your AC, making it a curious thing where non-attuned shields tend to be better for you than attuned at high level). This means that magic item attunement favors either Two-Handed Weapons, or Sword/Board. Light two weapon users are strained, needing two attunements if you end up with fairly nice blades. ~ If you're a spellblade type, and you want to go Sword-Focus, that leaves you with two of your attunement slots consumed just with your hands. There's already an effective feat tax to function, but this kind of doubles as an "equipment" tax as well. Skalds, Favored Souls, Hexblades, etc. The purpose of Attunement was to avoid the Christmas Tree effect, where you cover yourselves in magic items. It succeeds, but it also does so in a way that favors some styles over others. A good weapon/stave, a good armor, and a strong miscellaneous item. This creates a situation where you effectively have to allocate your "attunement" slots to one in each hand, your armor, and if you're lucky, one open spot. Once those spots are taken... there's no longer any need for magic items. A wizard who has a nice magic robe (lets say Eyes, I think that's a good one), a Staff of Fire, and Bracers of Armor, and runs across a Ring of Spell Storing. He either has to throw out one of his old items, or not use it. It eliminates a lot of the thrill of finding treasure. Gold! Which... you don't spend on much. Magic items are neat, but more of a curiosity before offloading them onto someone else. Scrolls and potions are handy if you need them, but a lot of people don't really play well with consumables, and often forget about them. It creates a kind of more story driven game. Where magic needs to be handed out rarely and with great restraint, otherwise it becomes meaningless. Your players might just not be happy with that. They might want a wide variety of cool things (many of which are attunement!) but they can't. [/QUOTE]
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