Falling Icicle
Adventurer
Agree completely. I suggested in the other thread about 1 day for attunement, and to replace the attunement ritual (sounds a bit too cliche to me) with just the idea that you have to use the item or at least wear it in order to attune, and that means you have to already "de-attune" or at least not use one of your other attuned items in the meantime.
But it depends on what are the purposes of attunement, which can be different... I think with 1 whole day required (coupled with the pre-emptive de-attuning with another item) I would achieve the purpose of making swapping those major items carry a cost: not a huge cost, just the fact that you cannot do it in the middle of a day, and for 24 hours you'll be limited to only those features that work regardless of attunement.
But again, your purpose might be totally different. What do you think?
I think attuning to an item should cost a hit die. I don't want players to be able to swap attuned items at a whim. But it also shouldn't be so difficult that it's pointless to ever own more than X attuned items, either. I think a hit die is a reasonable cost in both respects. Of course, some items, particularly legendary items and artifacts, could have much more stringent attunement requirements.
I agree again. It would match with the bounded accuracy concept.
Perhaps a middle ground could be found in typed bonuses, but to keep bounded accuracy they would need to be very few types, maybe only deflection bonus to AC and natural armor bonus to AC? It might not even be needed tho.
Back in AD&D, if I recall correctly, things like magic armor, rings of protection, and even barkskin spells didn't stack with each other, as they were all considered bonuses from magic. I think that would be a good rule to bring back. 3.x had the whole keyword system, but then you ended up with the christmas tree effect. I think it's best to just say magic bonuses don't stack unless a spell or item explicitly says otherwise.
I don't see this as a problem if we are far from the "magic shopping" general approach to magic items of 3ed. In that edition, every item has a market price, and the system assumes your have magic equipment to match your level. This kind of made 3ed assume the default that the magic item list of DMG is a shopping list, and that a PC is entitled to find what he wants for sale, as long as he pays the GP price...
But the default approach of 5e is more like "whatever the adventure brings you". In this case, the ioun stone is totally useful for a DM who doesn't want rings of regeneration in the campaign! With the 3ed mindset, the ioun stone inferiority would need to be compensated with a lower price. With the 5ed mindset, ioun stones and rings of regeneration can be equally "good" tools for a campaign.
I don't have a problem with there being an ioun stone that heals 1 hit point per hour. My problem is that it has the same rarity as a ring that is far superior. It should have a lower rarity than the ring of regeneration, since it is weaker. Items of the same rarity category should be roughly balanced with each other. It doesn't need to be perfect, but when one item is 20 times as powerful as another of the same rarity category, it's obvious that one of those items doesn't belong in that category.
I don't think that's reason, but rather just spicing up the description and add a little thrill or unpredictability. Notice that it even says that only some rings have such property, i.e. the DM doesn't even need to say she is house-ruling RoFF, just let the players only find those without faults.
I don't mind spicing things up by giving items quirks and flaws, as long as those quirks aren't likely to be fatal. When a gem of seeing gives you a false vision, there might be some interesting roleplaying and humor as a result. When your ring of feather falling burns out without warning after you fell off a cliff, you die.
I love that potion.More usable in the game than Haste since it gives you 2 turns at different times instead of a double-sized turn. Only problem is the question whether you should count durations (of spells cast on you and spells you cast) normally or if you should speed them up too.
Well, the potion is very rare, so it might not be as broken as I first thought. It's just a much more powerful effect than I'm used to seeing in a potion.
