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Flag Alynn October 8, 2012 2:49 PM PDT
If you aren't sure it's page 4 in the Experimental Rule box under Attunement in the Magic Item document.

I really, really do like it. It makes charisma more important. If you are binding the magic to your will it makes quite a bit of sense.

Although a DM would have to be up front if there would be magic in the campaign so players can plan accordingly.
Flag Garthanos October 8, 2012 5:03 PM PDT
I like both that one and the sentient item resisting your attempts to attune it... 
Flag lokiare October 8, 2012 6:10 PM PDT

Oct 8, 2012 -- 5:03PM, Garthanos wrote:

I like both that one and the sentient item resisting your attempts to attune it... 




Hopefully a cursed item can forcefully attune itself to you...Smile

Flag Qmark October 8, 2012 6:12 PM PDT

Oct 8, 2012 -- 6:10PM, lokiare wrote:

Oct 8, 2012 -- 5:03PM, Garthanos wrote:

I like both that one and the sentient item resisting your attempts to attune it... 




Hopefully a cursed item can forcefully attune itself to you...


"This sword was forged from the souls of a thousand puppies.  Be careful when it tries to lick your face."

Flag Seerow October 8, 2012 6:48 PM PDT
Nowhere near enough items require attunement for the limitation to matter. And if all items switched to needing attunement, then charisma modifier is too low of a number, it just makes Charisma based casters very potent.
Flag Miladoon October 8, 2012 8:36 PM PDT
Attuning magic items is a game unto itself.
Flag rampant October 8, 2012 9:09 PM PDT
What about a Number based on your level, modified by charisma? combined with the proliferation of the attunement requirement.

So a charismatic newbie might be able to rack up an extra item or two, but a higher level character can still have more nice things even if he's got the personality of a ochre jelly.
Flag kadim October 8, 2012 11:36 PM PDT

It's a shame they chickened out with it and made it this tiny sidebar thing instead of the comprehensive approach to all magic items that the article suggested it was.


Still, an attunement type system is one of my favourite ways to handle magic items so it makes me all fuzzy inside to see it there

Flag lokiare October 9, 2012 12:09 AM PDT
Basing it on Charisma gives high charisma characters more magic items, this mechanic should be based on level or some other universal stat...Smile
Flag kadim October 9, 2012 12:39 AM PDT

yeah, not a fan of charisma being a factor for attunement here.


You could carve the attuned properties up and require different attributes for different items.

Flag Garthanos October 9, 2012 2:59 AM PDT

Oct 9, 2012 -- 12:39AM, kadim wrote:


yeah, not a fan of charisma being a factor for attunement here.


You could carve the attuned properties up and require different attributes for different items.




I kind of like the dump stat charisma and pay the price bit... but some variation might be fun too.

Flag Orzel October 9, 2012 3:21 AM PDT
It really gives the "You are the chosen one" feeling.



And everyone know the chosen one has high CHA.
Flag FallingIcicle October 9, 2012 4:09 AM PDT
I don't like either the 3 per character limit or the Cha bonus limit. I'd prefer the limit be based on something else.

Here's an idea. What if attuning to an item requires you to sacrifice one or more hit dice, which you can't get back as long as you are attuned to the item?
Flag thewok October 9, 2012 4:09 AM PDT
Neo had high Charisma?
Flag Austinwulf October 9, 2012 4:55 AM PDT
I like the Charisma idea, though need to see it in practice with more items that are coveted.  It may give sorcerers a strong advantage depending on how certain items stack up.

I didn't notice any attunement in magic armor, likely because you normally only have one set of armor.  weapons, necklaces, rings, and the like you can use/have multiples of, so I guess attunement is an attempt to keep a powerful Mr. T character in check. 
Flag Garthanos October 9, 2012 5:19 AM PDT
Charisma - spirit bound

Constitution - essence bound.

 
Flag Xerxes13 October 9, 2012 5:26 AM PDT
I like the idea of attunement, but I feel it was just added last minute and not very many items use attunement.

I would prefer it most objects required attunement and the DM was given a slider for how much magic they wanted in their compaign, AND the players were aware of this. I know a DM can give and take items as they please, but I feel that setting up player expectation and meeting those expectations is a neccessary part of creating an enjoyable game. If my players expect 4 magic items each by level 10 but I give them 2 each, they will be upset. If they expect 1 magic item each by level 10 and I give them 2 each they will be elated.

When it comes to the Charisma rule, I like the idea of Charisma allowing you to use more magic items, but I don't think players should be penalized for having a low Charisma. I would prefer something like, you can attune X or Cha Mod, whichever is higher.
Flag Alynn October 9, 2012 6:12 AM PDT
Upon further reading of the packet...

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. I think if it's common though it probably isn't needed for those items, as common to me means fungible goods that were made for resale in mind. That said I like the common sense approach to items and where they can be worn. If I want 3 necklaces I can have them. I can wear 10 rings, however attunement means I can only have 3 (more or less if the experimental rule is used) of those rings active.

The problem I have with multiple abilities being tied to magic items is the limit can get crazy high. The RAW without the experimental rule is you can have 3 attuned. One weapon, one Armor, and something else (in my perfect world where everything requires attunement). It limits the PC Christmas tree. If we use, say Con and Cha, you have the potential to have 10 magical items attuned. Maybe attunement means you unlock the full potential. Picking up a sword and not attuning means it's a +1 sword, but attuned you gain +2d6 fire damage.

Maybe the attunement bonuses could be used for the limit if we get with multiple stats. For example if Efreeti Chain is a +3 magical item (+2 enhancement, +1 for all the other stuff), so you need to have a +3 Con mod to wear and attune to it properly. If you have a +4 Con mod, it means you still have one more point of Con to attune to something else, which will obviously be weaker.

Or, Perhaps in order to not penalize too much for low Cha, if we stay on that route of thinking, is that you can attune 1 + Cha Mod with a minimum of one attuned item. So everyone can have at least one magical item, but those with more Cha can bind their will to more. Yes, this does favor Cha based classes more, but only their potential to wear more magical items, it doesn't mean more magical items will be given out.



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. Cha is a good ability for this, since it is under utilized in most characters cases. If we go with multiple abilities, then different types of items require different abilities, and are limited by that ability (Need +3 Con to use Efreeti Chain as an example).
Flag TheCosmicKid October 9, 2012 9:59 AM PDT

Oct 9, 2012 -- 4:55AM, Austinwulf wrote:

I like the Charisma idea, though need to see it in practice with more items that are coveted.  It may give sorcerers a strong advantage depending on how certain items stack up.



The question is how it stacks up compared to the other ability scores.  Is this benefit for having a high Charisma weaker than, stronger than, or equivalent to the benefit for having a high Dexterity?

Flag edwin_su October 9, 2012 10:09 AM PDT
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 
Flag TheCosmicKid October 9, 2012 10:18 AM PDT

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.

Flag Xerxes13 October 9, 2012 10:23 AM PDT

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.

Flag Sesdun October 9, 2012 11:18 AM PDT

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?

Flag Xerxes13 October 9, 2012 11:42 AM PDT

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...

Flag TheCosmicKid October 9, 2012 12:01 PM PDT

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?

Flag Xerxes13 October 9, 2012 12:10 PM PDT

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.

Flag Knight90 October 9, 2012 1:16 PM PDT
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.
Flag Quasadu October 9, 2012 1:21 PM PDT
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.
Flag lokiare October 9, 2012 1:28 PM PDT

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...

Flag Knight90 October 9, 2012 8:06 PM PDT

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.

Flag Tulloch October 9, 2012 11:35 PM PDT

Oct 8, 2012 -- 6:48PM, Seerow wrote:

Nowhere near enough items require attunement for the limitation to matter. And if all items switched to needing attunement, then charisma modifier is too low of a number, it just makes Charisma based casters very potent.


Too early in the playtest to worry about this. Remember, this is just the first sample. By the time this goes to print, there will likely be several items that you can attune to, along with guidelines to help a DM create their own.

Flag Tulloch October 9, 2012 11:38 PM PDT

Oct 9, 2012 -- 12:39AM, kadim wrote:

yeah, not a fan of charisma being a factor for attunement here.


You could carve the attuned properties up and require different attributes for different items.


The rules also say that you can only have no more than 3 items attuned to a single character at one time. The one that says up to your Charisma bonus is an experimental rule, not a set one. You don't have to use the rule for Charisma bonus should you choose not to. Also, remember that intellegent (especially cursed) items can be jealous, and force a character to give up other attunements, or prevent them from taking place. I can see an intellegent Holy Avenger doing something like this.

Flag Lesp October 9, 2012 11:43 PM PDT

Oct 9, 2012 -- 12:10PM, Xerxes13 wrote:

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.


It would actually be giving Charisma a main purpose like Constitution has instead of having no main purpose, like it's traditionally had. I would probably make the floor pretty generous, to make it so that every character needs a bunch of charisma, and maybe throw in a feat or something that lets you attune an extra item, but I think it's a great way to make charisma finally do something.

Flag sirkaikillah October 10, 2012 12:18 AM PDT
I like attunement, not becase it is a balancing mechanism, but because it a mechanic that supports stories, such stories of discovering the greater magical potential in an item, through slow discovery.  For example discovering that nifty +1 sword is a vorpal sword.  Also stories of items attuned to certain arch types, dwarf throwing hammer, or holy avenger. 

Its about story for me, the attunement mechanic support building stories, not just in the background of an item but also it' s relationship to it' s weilder or wearer.

That is why I also like the test of wills sidebar. 
Flag Verdegris_Sage October 10, 2012 4:53 AM PDT
I don't hate this idea, I'm not sure it's in a final form that would be appropriate for most gmaes, but it's going somewhere and I'm intersted in seeing where that is.
Flag sirkaikillah October 10, 2012 8:55 AM PDT

Oct 10, 2012 -- 4:53AM, Verdegris_Sage wrote:

I don't hate this idea, I'm not sure it's in a final form that would be appropriate for most gmaes, but it's going somewhere and I'm intersted in seeing where that is.




I am really sure it' s not in a final form.  In fact it' s the first iteration available for rigorous playtesting.  Give it a couple of years before expecting a final version.

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