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What does Unearthed Arcana need?
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<blockquote data-quote="CapnZapp" data-source="post: 6944675" data-attributes="member: 12731"><p>An article that discusses ways to extend, or relax, the notions of Concentration and attunement slots.</p><p></p><p>We are, after all, several years into the edition. Stepping up the game to expert level is definitely due.</p><p></p><p>For instance, the Wizard's level 18 class feature Spell Mastery could offer the following alternative benefits:</p><p></p><p>"Select a first and second level spell with the Concentration requirement. When you cast either, you can then cast another spell requiring Concentration without breaking your concentration of your mastered spell. In effect, Spell Mastery allows you to concentrate on two spells simultaneously, provided at least one of them is a mastered spell. If your Concentration is broken for any reason, you lose both spells"</p><p></p><p>Then add at least one (Very Rare?) magic item that enables something similar, to set a precedent for breaking the Concentration ceiling in a controlled way.</p><p></p><p>---</p><p></p><p>In tier IV, I predict that the 3 attunement rule will become restrictive to the point of not being fun anymore. </p><p></p><p>How about an advanced rule that allows you to switch out one regular attunement "slot" (that can be used for any eligible item) for two lesser attunement "slots" (that can only be used for lesser items)?</p><p></p><p>After all, sometimes a player will want to keep a less rare item for personal reasons (it's her heirloom, it's the weapon of his first defeated foe, it just looks good on me, etc) even when common sense tells him or her to ditch it for something mechanically more powerful, and the rigid attunement system denies him or her to have both. </p><p></p><p>Where "lesser" might be defined as:</p><p>Tier II hero - Common items</p><p>Tier III hero - Uncommon items</p><p>Tier IV hero - Rare items</p><p></p><p>In practice, this would allow a level 17-20 hero to attune to either three legendary items, or six rare items, or any of a number of combinations in between.</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 6944675, member: 12731"] An article that discusses ways to extend, or relax, the notions of Concentration and attunement slots. We are, after all, several years into the edition. Stepping up the game to expert level is definitely due. For instance, the Wizard's level 18 class feature Spell Mastery could offer the following alternative benefits: "Select a first and second level spell with the Concentration requirement. When you cast either, you can then cast another spell requiring Concentration without breaking your concentration of your mastered spell. In effect, Spell Mastery allows you to concentrate on two spells simultaneously, provided at least one of them is a mastered spell. If your Concentration is broken for any reason, you lose both spells" Then add at least one (Very Rare?) magic item that enables something similar, to set a precedent for breaking the Concentration ceiling in a controlled way. --- In tier IV, I predict that the 3 attunement rule will become restrictive to the point of not being fun anymore. How about an advanced rule that allows you to switch out one regular attunement "slot" (that can be used for any eligible item) for two lesser attunement "slots" (that can only be used for lesser items)? After all, sometimes a player will want to keep a less rare item for personal reasons (it's her heirloom, it's the weapon of his first defeated foe, it just looks good on me, etc) even when common sense tells him or her to ditch it for something mechanically more powerful, and the rigid attunement system denies him or her to have both. Where "lesser" might be defined as: Tier II hero - Common items Tier III hero - Uncommon items Tier IV hero - Rare items In practice, this would allow a level 17-20 hero to attune to either three legendary items, or six rare items, or any of a number of combinations in between. [/QUOTE]
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