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Switch to Forum Live View Legends & Lore: Magic Items in D&D Next
9 months ago  ::  Oct 08, 2012 - 6:57PM #51
thewok
Date Joined: Jul 31, 2007
Posts: 813

Oct 8, 2012 -- 6:30PM, Seerow wrote:

Oh hey, I found our first attuned property. For a defending property of all things. Choose if you want +3 hit/damage or +3 AC. I can see it as being nice, but moreso than some of the other properties? I'm really just getting the feeling that attunement was a last second addition that wasn't utilized fully.



The way I read it, you would have the following choices available:

+3 attack, +0 damage, +0 AC
+2 attack, +1 damage, +0 AC
+2 attack, +0 damage, +1 AC
+1 attack, +1 damage, +1 AC
+1 attack, +2 damage, +0 AC
+1 attack, +0 damage, +0 AC
+0 attack, +2 damage, +1 AC
+0 attack, +0 damage, +3 AC

So, it's not the same as a +3 weapon.  It's a +3 to distribute between attack, damage and AC--not attack/damage or AC.

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9 months ago  ::  Oct 08, 2012 - 7:09PM #52
Seerow
Date Joined: Nov 7, 2005
Posts: 2,592

Oct 8, 2012 -- 6:57PM, thewok wrote:

Oct 8, 2012 -- 6:30PM, Seerow wrote:

Oh hey, I found our first attuned property. For a defending property of all things. Choose if you want +3 hit/damage or +3 AC. I can see it as being nice, but moreso than some of the other properties? I'm really just getting the feeling that attunement was a last second addition that wasn't utilized fully.



The way I read it, you would have the following choices available:

+3 attack, +0 damage, +0 AC
+2 attack, +1 damage, +0 AC
+2 attack, +0 damage, +1 AC
+1 attack, +1 damage, +1 AC
+1 attack, +2 damage, +0 AC
+1 attack, +0 damage, +0 AC
+0 attack, +2 damage, +1 AC
+0 attack, +0 damage, +3 AC

So, it's not the same as a +3 weapon.  It's a +3 to distribute between attack, damage and AC--not attack/damage or AC.





If that were true, it'd be even worse than I thought. Let's go back and look at it again:

Property (Attuned): You gain up to a +3 bonus
to the attack rolls and the damage rolls you make
with this greatsword. At the start of each of your
turns, you decide how much of the bonus applies to
your attack rolls and damage rolls. If you do not use
the entire bonus, any remainder becomes a bonus
to your AC that lasts until the start of your next turn.




Bold is my emphasis. I stand by my original reading is the correct one. You clearly get the bonus to both attack and damage, and if you choose to not use it, you instead get the bonus to AC.
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9 months ago  ::  Oct 08, 2012 - 8:24PM #53
Reinhart
Date Joined: Mar 4, 2003
Posts: 642
So not much changed, which is a little frustrating considering how many powers and class features are still broken. That said, I think magical item attunment is an idea that's been a long time coming. It's already used by several independent variants of d20 such as the Legend system. This should reduce the amount of item optmization and budgeting that goes into most characters, which is a definite improvement over both 3rd and 4th editions.
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9 months ago  ::  Oct 08, 2012 - 8:38PM #54
Hipster_Cat
Date Joined: Dec 2, 2011
Posts: 3,786

Oct 8, 2012 -- 6:34PM, dmgorgon wrote:

Wow, I'm ecstatic after reading the magical items document.

What I like so far.
1.  Identifing magical items has returned to the game.
2.  There are no magical item shops
3.  Magical items can and should be used by monsters and NPCs
4.  Magical items are handed out by the DM
5.  Magical items that grant powers like fly last for a hours and are not combat centric.
6.  Ring of regeneration regenerates body parts (lol   )
7.  Ring of invisibility works as long as the ring is worn.   
8.  Wands have charges.
9.  I like all the optional rules - reminds me of 2e.
10.  The random rolls and charts are great. 

The secret text, makes it obvious that magical items will again return to the DMG.   

Although some magical items have been nerfed a bit too much (like the holy avenger), overall I'm very happy with what I've read.    It seems like magic has returned to the game.




Yup. 2e feel is back!

République du Plateau, Montréal, Québec
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9 months ago  ::  Oct 08, 2012 - 9:14PM #55
strider1276
Date Joined: Jan 23, 2012
Posts: 1,439
In general, I've only looked at the magic items, and haven't really looked hard through specific items yet. I've checked a few, but not the entirety.

So far, I like the general feel of what it's going for. In fact, I had decided quite some time ago that I was going to do exactly that with my campaign setting - magic items are going to be few and far between, and they are all going to have some sort of history to them. So that is definitely a plus.

I can see some of the complaints, and will likely make some very similar suggestions for fixes when the inevitable survey comes around. Obviously, as a first pass, there are going to be all sorts of wrinkles, or outright wonky mechanics. Happily, there is plenty of time to get those ironed out. 
For those confused on how DDN's modular rules might work, this may provide some insight: http://www.tor.com/blogs/2012/11/the-world-of-darkness-shines-when-it-abandons-canon

@mikemearls: Uhhh... do you really not see all the 3e/4e that's basically the entire core system?
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9 months ago  ::  Oct 08, 2012 - 9:27PM #56
SleepsInTraffic
Date Joined: Feb 12, 2009
Posts: 4,891

Oct 8, 2012 -- 6:30PM, Seerow wrote:


 -Attunement gives the example of 10 minutes of weapon practice as a way to do it with certain items. Does this mean a Fighter could accidentally attune a magic weapon? Say you pick up an attunable weapon and don't have a Wizard with identify in the group. You get a basic idea of what it does through the other means, but apparently the only way to find out you can attune it is identify. Well if the Fighter then practices some drills with the sword, would he attune to it, or does he have to be specifically trying to attune? (Of course assuming the Fighter doesn't already have 3 attuned items)

-Glamored Studded Leather is nice, but wasn't this a minor magic property? And why is this only available on studded leather anyway? (that question goes for a lot of these properties actually. Why do Efreeti only make chain, for example?)





love the idea from the first of these.  I think that should totally work for magic weapons.

I think the Efreeti making chain thing is a reflection of the fact that efreeti are from the plane of fire and are generally fiery beings and are a bit more dexterous so plate and scale are less their style of armor. Just a guess here

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9 months ago  ::  Oct 08, 2012 - 9:34PM #57
Rinfor
Date Joined: May 25, 2012
Posts: 47
Attunement is a really really bad idea. I cant understand the reason of this rule... The items, i like them, it feels like 1-2 eds... but the attunement sucks
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9 months ago  ::  Oct 08, 2012 - 9:42PM #58
strider1276
Date Joined: Jan 23, 2012
Posts: 1,439
Forgot this in my last post, but if the "nor are they entitled to them" line from the end of the very first paragraph could be in 45-point, firey font, that would make my freaking day.
For those confused on how DDN's modular rules might work, this may provide some insight: http://www.tor.com/blogs/2012/11/the-world-of-darkness-shines-when-it-abandons-canon

@mikemearls: Uhhh... do you really not see all the 3e/4e that's basically the entire core system?
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9 months ago  ::  Oct 08, 2012 - 9:42PM #59
strider1276
Date Joined: Jan 23, 2012
Posts: 1,439

Oct 8, 2012 -- 9:34PM, Rinfor wrote:

Attunement is a really really bad idea. I cant understand the reason of this rule... The items, i like them, it feels like 1-2 eds... but the attunement sucks




Why?

For those confused on how DDN's modular rules might work, this may provide some insight: http://www.tor.com/blogs/2012/11/the-world-of-darkness-shines-when-it-abandons-canon

@mikemearls: Uhhh... do you really not see all the 3e/4e that's basically the entire core system?
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9 months ago  ::  Oct 08, 2012 - 10:03PM #60
Maxperson
Date Joined: Mar 22, 2008
Posts: 22,862

Oct 8, 2012 -- 9:42PM, strider1276 wrote:

Oct 8, 2012 -- 9:34PM, Rinfor wrote:

Attunement is a really really bad idea. I cant understand the reason of this rule... The items, i like them, it feels like 1-2 eds... but the attunement sucks




Why?




It's a silly mechanic.  Other than for very rare items, magic items just should not attune.  It's one of those arbitrary balance mechanics that make no sense other than for the sake of balance.  I couldn't stand them in 4e, and I won't abide them in 5e. 

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