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Switch to Forum Live View I really like the experimental rule for Magic Item Attunement
8 months ago  ::  Oct 09, 2012 - 10:18AM #21
TheCosmicKid
Date Joined: Sep 5, 2009
Posts: 769

Oct 9, 2012 -- 10:09AM, edwin_su wrote:

maybe a compromise?
you gain atunement slots at levels 1,11 and 21
if you have a charisma modifyer this is subtracted from these numbers.
so if you have a charisma modifyer of +3 you get the slots at levels 1,8,18 



This is not a great idea, because it means that Charisma is important at some levels but not others.  At level 10, the guy with the high Charisma has an extra attunement slot.  At level 11, he doesn't.

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8 months ago  ::  Oct 09, 2012 - 10:23AM #22
Xerxes13
Date Joined: Feb 18, 2010
Posts: 372

Oct 9, 2012 -- 10:18AM, TheCosmicKid wrote:

Oct 9, 2012 -- 10:09AM, edwin_su wrote:

maybe a compromise?
you gain atunement slots at levels 1,11 and 21
if you have a charisma modifyer this is subtracted from these numbers.
so if you have a charisma modifyer of +3 you get the slots at levels 1,8,18 



This is not a great idea, because it means that Charisma is important at some levels but not others.  At level 10, the guy with the high Charisma has an extra attunement slot.  At level 11, he doesn't.




But that guy felt awesome at level 10. Maybe this is the point. Letting them get something a little earlier makes them feel awesome for a while until everyone else catches up. This makes it fun while still being relatively fair. Someone with high Charisma ALWAYS having more magic items isn't as fair.

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8 months ago  ::  Oct 09, 2012 - 11:18AM #23
Sesdun
Date Joined: Sep 7, 2012
Posts: 357

Oct 9, 2012 -- 6:12AM, Alynn wrote:

I think everything needs attunement, to include weapons/armor, so those items in the packet that don't have an attunement requirement should be fixed.

--

To summerize: Everything needs attunement, attunement should be the limiting factor in how many items you can wear/use/have available. The amount you can use should be limited in some way.




I really see no reason for this. The items set as requiring attunement in the package are generally the most powerful items, as well as charged items. There is a good reason to limit these items, especially the charged items (and I suspect that it it mainly the charged items that attunement is intended for).

The general idea seems to be to put a limit on the massive + items, the very powerful effects and the charged items,
but not on the wondrous effects.

What could be gained by setting such a hard limit on every magical item?

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8 months ago  ::  Oct 09, 2012 - 11:42AM #24
Xerxes13
Date Joined: Feb 18, 2010
Posts: 372

Oct 9, 2012 -- 11:18AM, Sesdun wrote:

What could be gained by setting such a hard limit on every magical item?




Having a limit to the amount of magical items a character can use...

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8 months ago  ::  Oct 09, 2012 - 12:01PM #25
TheCosmicKid
Date Joined: Sep 5, 2009
Posts: 769

Oct 9, 2012 -- 10:23AM, Xerxes13 wrote:

Oct 9, 2012 -- 10:18AM, TheCosmicKid wrote:

Oct 9, 2012 -- 10:09AM, edwin_su wrote:

maybe a compromise?
you gain atunement slots at levels 1,11 and 21
if you have a charisma modifyer this is subtracted from these numbers.
so if you have a charisma modifyer of +3 you get the slots at levels 1,8,18 



This is not a great idea, because it means that Charisma is important at some levels but not others.  At level 10, the guy with the high Charisma has an extra attunement slot.  At level 11, he doesn't.




But that guy felt awesome at level 10. Maybe this is the point. Letting them get something a little earlier makes them feel awesome for a while until everyone else catches up. This makes it fun while still being relatively fair. Someone with high Charisma ALWAYS having more magic items isn't as fair.



Would you also say that someone with high Constitution ALWAYS having more hit points isn't fair?

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8 months ago  ::  Oct 09, 2012 - 12:10PM #26
Xerxes13
Date Joined: Feb 18, 2010
Posts: 372

Oct 9, 2012 -- 12:01PM, TheCosmicKid wrote:

Oct 9, 2012 -- 10:23AM, Xerxes13 wrote:

Oct 9, 2012 -- 10:18AM, TheCosmicKid wrote:

Oct 9, 2012 -- 10:09AM, edwin_su wrote:

maybe a compromise?
you gain atunement slots at levels 1,11 and 21
if you have a charisma modifyer this is subtracted from these numbers.
so if you have a charisma modifyer of +3 you get the slots at levels 1,8,18 



This is not a great idea, because it means that Charisma is important at some levels but not others.  At level 10, the guy with the high Charisma has an extra attunement slot.  At level 11, he doesn't.




But that guy felt awesome at level 10. Maybe this is the point. Letting them get something a little earlier makes them feel awesome for a while until everyone else catches up. This makes it fun while still being relatively fair. Someone with high Charisma ALWAYS having more magic items isn't as fair.



Would you also say that someone with high Constitution ALWAYS having more hit points isn't fair?



No. This is one of the main purposes of Constitution. My point was that giving Charisma a large buff like 'more magic items' might be unfair, while giving it 'One more magic item 15% of the time' would be less unfair.

I'm not saying it is or isn't a good idea, I was just responding to your comment about how it would be important at one level but not the next.

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8 months ago  ::  Oct 09, 2012 - 1:16PM #27
Knight90
Date Joined: May 25, 2012
Posts: 216
Personally, I like the idea of every magic item needing attunement. I'd make it 2 + 1/4 level attuned items, or Cha mod (min 1) + 1/4 level attuned items if you want to use the experimental rule.

Characters will want to hoard dozens of magic items. That's not going to change. However, if the game limits the number of items that can be worn or used at any given time, it'll significantly speed up combat. The only magic items that should be able to be used without attunement should be Scrolls, Potions, and other exculisvely consumable items like one-time-use magical arrows and bolts.

I wrote up a number of these ideas in another thread - Magic Item Analysis. Feel free to check it out.
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8 months ago  ::  Oct 09, 2012 - 1:21PM #28
Quasadu
Date Joined: May 24, 2012
Posts: 370
What I think is so great about the attunement rules is that I've already seen in this thread alone at least half a dozen variants that I think sound like equally good ways to do things. It's a good idea that has a ton of different ways it can be implemented, based on how the DM and players want to run their game. A+ on that one, WotC.
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8 months ago  ::  Oct 09, 2012 - 1:28PM #29
lokiare
Date Joined: Nov 3, 2008
Posts: 14,512

Oct 9, 2012 -- 1:16PM, Knight90 wrote:

Personally, I like the idea of every magic item needing attunement. I'd make it 2 + 1/4 level attuned items, or Cha mod (min 1) + 1/4 level attuned items if you want to use the experimental rule.

Characters will want to hoard dozens of magic items. That's not going to change. However, if the game limits the number of items that can be worn or used at any given time, it'll significantly speed up combat. The only magic items that should be able to be used without attunement should be Scrolls, Potions, and other exculisvely consumable items like one-time-use magical arrows and bolts.

I wrote up a number of these ideas in another thread - Magic Item Analysis. Feel free to check it out.




Yeah, all items should require attunement, and you should start with 2-3 attunement slots, then go up as you level maxing out at 7-9 slots.

Then require 24-48 hours of uninterrupted rest and/or relaxation to change attuned items. so a by level attunement chart would look like this:

Level   Number of
          attuned items
1         3
2         3
3         3
4         4
5         4
6         4
7         5
8         5
9         5
10       6
11       6
12       6
13       7
14       7
15       7
16       8
17       8
18       8
19       9
20       9

That way they can't have more items attuned than total body slots, but they could still have 2 necklaces and 4 rings at level 10 instead of having boots, gloves, armor, pants, helmet, and a necklace.

Oh and attunement was pioneered in 2E when they had charts for wearing too many magic items and the consequences of using them togetherSmile...

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8 months ago  ::  Oct 09, 2012 - 8:06PM #30
Knight90
Date Joined: May 25, 2012
Posts: 216

Oct 9, 2012 -- 1:28PM, lokiare wrote:

Oct 9, 2012 -- 1:16PM, Knight90 wrote:

Personally, I like the idea of every magic item needing attunement. I'd make it 2 + 1/4 level attuned items, or Cha mod (min 1) + 1/4 level attuned items if you want to use the experimental rule.

Characters will want to hoard dozens of magic items. That's not going to change. However, if the game limits the number of items that can be worn or used at any given time, it'll significantly speed up combat. The only magic items that should be able to be used without attunement should be Scrolls, Potions, and other exculisvely consumable items like one-time-use magical arrows and bolts.

I wrote up a number of these ideas in another thread - Magic Item Analysis. Feel free to check it out.




Yeah, all items should require attunement, and you should start with 2-3 attunement slots, then go up as you level maxing out at 7-9 slots.

Then require 24-48 hours of uninterrupted rest and/or relaxation to change attuned items. so a by level attunement chart would look like this:

Level   Number of
          attuned items
1         3
2         3
3         3
4         4
5         4
6         4
7         5
8         5
9         5
10       6
11       6
12       6
13       7
14       7
15       7
16       8
17       8
18       8
19       9
20       9

That way they can't have more items attuned than total body slots, but they could still have 2 necklaces and 4 rings at level 10 instead of having boots, gloves, armor, pants, helmet, and a necklace.

Oh and attunement was pioneered in 2E when they had charts for wearing too many magic items and the consequences of using them together...




Our progressions are similar, yours is 2 + 1/3 level (round up), mine is 2 + 1/4 level (round down).

I think 8 hours or meditation or relaxation while wearing the item would be enough- one or two full days takes a little too long. I do think that 10 minutes is a bit too short to attune to an item - though I'd allow a feat that allowed characters to attune to items faster (maybe cutting the time in half each time the feat is taken, to a minimum of 15 minutes if you took the feat 5 times).

I do love how you can now wear more than one necklace or ring - it makes sense, honestly. I also like how boots are limited, so character's can't have Boots of Speed, Boots of Springing and Striding, and Winged Boots at the same time. A super-fast character with massive jumps and a flight speed would be  terrifying. It actually makes it a tough decision to choose which kinds of boots to wear, provided you're in a high magic world and you've found at least two pairs.

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