I feel like page 141 of the DMG clearly talks about “don’t wear three pairs of gloves”
@Chiavica
2 жыл бұрын
Yeah, it’s a whole paragraph about that lmao
@typoko
2 жыл бұрын
Bold of you to assume that people are willing to follow rules that hamper their style or argument.
@kendrajade6688
2 жыл бұрын
Like anybody's actually read the DMG. The WOTC designers have not read the DMG.
@codymarshall587
2 жыл бұрын
@@kendrajade6688 I read the DMG ;-;
@typoko
2 жыл бұрын
@@kendrajade6688 I think one of the problems is that even if one has red it, its been a long time since. The book is filled with small tidbits of information.
@Gibbons3457
2 жыл бұрын
See i solved the 3 attunement slots "problem" by simply giving my players lots of attunement items with niche properties. Swords of dragon slaying, shields which work best at night, boots which give spider climb, rings of fire protection, pearls of power. This is yet another example of 5e inventing a system and then not designing around it. You can swap out attunement on a short rest, therefore players should be given the options to swap between when they rest.
@NageIfar
2 жыл бұрын
Exactly! My players are currently getting to the point where they will have to make choices and carefully choose their gear for each individual challenge/expedition and it's super rewarding.
@nerfherder5211
2 жыл бұрын
This I like, especially people who are optimizing and similar can get some variation in build and can specialize as well as try to anticipate what will happen and adapt. I like this idea and will definately keep it in mind.
@johnquiett1085
2 жыл бұрын
I thought attunement required a long rest. If it's short rest, then I agree it's less of an issue.
@onyxgrnr666
2 жыл бұрын
The problem is that the best magic items that you would want attuned are like staffs and armor and belts. I like the idea but most players i have seen don't count attunement properly and really don't care about micro managing everything or don't want to
@kevinduke8928
2 жыл бұрын
I use this a lot.
@hatihrodvitnisson
2 жыл бұрын
I like the idea of removing the need to attune to lesser rarities of items as you go up in tiers of play. So by the time you’re in the 3rd tier(11-16), uncommon items no longer require attunement, and 4th tier(17+), rare items no longer require attunement. It might take some adjustment to the rarities of items in a few cases, but that might need to be done anyway. That, or just generally removing the need to attune to a lot of items at all.
@evannibbe9375
2 жыл бұрын
Alternatively, just make more expensive versions of those lesser items available at higher levels (or have a wandering artificer willing to make the changes for the right price and a couple months of time) to have the items not require attunement
@stefantyler
2 жыл бұрын
we could go for the E.A. option and have the players pay the D.M. for more attunement slots?
@LeonJagerWulf
2 жыл бұрын
D&D PREMIUM ULTRA MAGIC PACKAGE DLC + 3 EXTRA ATTUNEMENT SLOTS!!! WOW! ONLY 500,000 PLATINUM! *limited time only, terms and conditions may apply. Does not work for all editions of D&D. If you experience any paralysis, deafness, undeath, vampire bites, thoughts of becoming a lich and enslaving the world into your undead army to get revenge on that kid Billy that bullied you in school and stole your lunch money while no one did anything to help giving you a deep-seeded hatred of mankind that boils over into maniacal laughter as you slaughter the innocent, please consult your DM and/or local Cleric.
@downtostandup
2 жыл бұрын
Those Cheetos and Mountain Dew don't buy themselves you know
@probablythedm1669
2 жыл бұрын
I make no secret of the fact that I accept bribes when I DM... then again I tell my players they're free to give me a wishlist of magic items they want, because I am happy to put them in the game. It makes my part easier, and the player happy, so I see doing that as an absolute win.
@LeonJagerWulf
2 жыл бұрын
@@probablythedm1669 My DM does this. I also do this when I DM.
@nathanbrehm1085
2 жыл бұрын
I like the proficiency idea. At higher level, you are doing more epic adventures anyway. It will make you feel your character is actually a legendary hero.
@PeteCotton
2 жыл бұрын
Sorry to correct you Ted, but there is some RAW around multiple items of the same type. From the DMG: Multiple Items of the Same Kind Use common sense to determine whether more than one of a given kind of magic item can be worn. A character can’t normally wear more than one pair of footwear, one pair of gloves or gauntlets, one pair of bracers, one suit of armor, one item of headwear, and one cloak. You can make exceptions; a character might be able to wear a circlet under a helmet, for example, or be able to layer two cloaks.
@macfine
2 жыл бұрын
You can give more attunemens , sure. It's just going to on average add even more power creep to the game. Which in the end means more work for the DM. A better option imo is make less items take attunement. And growing magic items. More stuff in a magic item , not necessarily more stacking power, just options
@PatPeez
2 жыл бұрын
As someone who has played Artificer a lot, I 100% agree with this, it's a real shame there's no way WotC would ever go for this approach
@landonholley1809
2 жыл бұрын
thats basically the same thing whether you give people more attunement slots or make less items require attunement it amounts to the same thing your players have more magic items and the power creep will continue. Growing magic items are just basically combining more than one magic item into one still same thing
@macfine
2 жыл бұрын
@@landonholley1809 yes and no. It depends on how you grow them. You can add alternate features that amount to options instead of straight up additive power boosts
@richardwhaler8717
2 жыл бұрын
@@macfine More options is more power, just in a less obvious way. E.g. an item that gives flight means melee characters can easily attack flying enemies which means they are doing more damage overall.
@macfine
2 жыл бұрын
@@richardwhaler8717 yes flight is clearly more power though. You can give interesting useful items that only give very minor increases to direct power. They may be more useful in more situations
@slimee8841
2 жыл бұрын
I feel like most people won't even notice the difference between pro mod and normal attunement, since it will only make a difference at lvl 9+ which is close to endgame for most campaigns, and even then doesn't seem to be that big of a difference until you get to lvl 13 and beyond which is pretty much high level territory
@hopeforescape884
2 жыл бұрын
So? It's not like most player will get that many magic items until the mid game.
@robpaul7544
2 жыл бұрын
Even worse because for a large chunk of those campaigns players will have less attunement slots.
@blackpeoplestorytime802
2 жыл бұрын
@@robpaul7544 your pb becomes 3 at 5th level if your getting more than 2 attunement magic item before tier 2 play. Your Dm may be giving you to many items
@joshkorte9020
2 жыл бұрын
I prefer how it works in 5e because it makes your players have to consider which items to equip going into battle.
@kurtpryor6334
2 жыл бұрын
My biggest problem with Attunement is that most of the magic items in the DMG didn't sound powerful enough to justify Attunement when I first read them (and many still don't). I solve this issue by throwing around "homebrew" items that are just published items without Attunement. I also thing Attunement works best when it's three slots that you switch around, not a limit on the nimber you have and so I try to flood my players with items and include several handmade items that have an ability that works without Attunement but are better when Attuned, think boots that increase your movement by like 10 feet but when Attuned you can Dash as a BA, or an Item that casts Spiritual Weapon once a Long Rest that gets bumped to a Short Rest instead. Seems to work so far. As far as a chane in the number of slots, I would go with either Proficiency or a hard 5 and make some items cost multiple Attunement. I could also see some items, like a pair of swords, that can be Attuned to the same slot but you can spread them around the party as well, each taking a full slot if used by different characters.
@typoko
2 жыл бұрын
Good way to deal with the attunement problem is to remove attunement from items you want to people to hang on to and not just sell. Really no reason to change the current system when you can just choose to give specific items without attunement if you want to. This gives them access to specific items and doesn't offer the ability to break the system with choosing between all attunement items.
@dilsoncamacho4100
2 жыл бұрын
IMHO changing this is really a wasp nest; especially due to artificer balancing and how much I like them. It's just not a big enough problem (or, to many, even a problem) to be worth changing. I like the feat idea thou, it's worth it in some situations, including planning for that from the racial bonus.
@falrexion7709
2 жыл бұрын
I have also run into the issue of players already having cool items and not wanting new ones. My solution has been to give these badass new items to bad guys. Once the players see them used to swing a battle against them, then they're a fair bit more likely to try it out for a while. They'll still have their favourites but new, shiny, and proven deadly is usually enough to get them to try the new items out
@mscross5915
2 жыл бұрын
One idea I have been thinking on is an attunement system similar to Hollow Knight's charms. I could give my players a number of attunement slots (maybe increment them with proficiency bonus and other objects), which they would be filling depending on the rarity of the item (for example 1 with uncommon items, 2 with rare items and so on). However, the catch is, they can go above the slots they have. But just as in HK, they would be considered "overattuned", which would mean they are vulnerable to all damage (except damage affected by the attuned items). This would allow players to attune to more items but also consider if the risk is worth it. It's just an idea, and I haven't begun to develop it, but could help IMO
@buxtehudemuzik
2 жыл бұрын
I love the idea of an Improved Attunement half-feat. Something like, Your exposure to magic items has made you more able to use and understand them. - Your maximum number of Attunement slots is increased by 1. - Increase one ability score of your choice by 1, to a maximum of 20.
@PeteCotton
2 жыл бұрын
Having played an Artificer into Tier 4, I can say anecdotally that no matter how many attunement slots I had available to me, I always wanted at least one more. I'm not sure how you determine what number is "enough" to work into the methodology of how they are granted.
@CooperAATE
2 жыл бұрын
And that's the rub there; it's never "enough." 3 is arbitrary, but they had to draw a line somewhere
@stephanluciw7703
2 жыл бұрын
@@CooperAATE Difference being that Artificers also benefit even more than other classes from attuned items because they get +1 to saves for every attuned item with their capstone, making them very resillient in that department.
@richardwhaler8717
2 жыл бұрын
@@CooperAATE Exactly, IME most players want and many DMs give out way too many magic items to protect bounded accuracy as it is.
@danieltaber4924
2 жыл бұрын
Having a magic item feat is interesting. I might have the feat grant you Attunement Slots equal to your Proficiency Modifier, rather than a mere +1. It's still your +1 at level 9-12, but starts to pop off in tiers 3 and 4.
@DrosgonDM
2 жыл бұрын
When my party defeats a legendary enemy I award them with, amongst others things, an extra attunement slot. Note that there will be only 3 such creatures in my campaign, one being the final encounter. This allows the party to not fell like they need to trash one of their beloved magic items after defeating a major boss, that awards them with more magic items or enough gold to buy something special.
@Nildread
2 жыл бұрын
I feel like giving away extra attunement slots like boons could be interesting. Tie it to an item or organization/NPC so if it gets wonky it can be taken away. Like, maybe drinking a special tea lets you attune to an extra magic item for a day, Or bathing in the blood of dragons, or maybe there's a magic crystal that radiates magic energy and as long as you take a long rest with close to one you get to use an extra slot. Or it's just a blessing from a god or the result of a deal with a devil.
@StrewthStoatPirate
2 жыл бұрын
The DND-like RPG 13th Age has all magic items have some level of will and agenda. As players advance in level, the number of magic items they can _safely_control_ goes up. But it is a soft cap. Players can choose to go above their cap, but then they risk having their decisions made by their magic items. I think that opens some interesting RP options.
@TheClericCorner
2 жыл бұрын
I like the extra attunement slot replacing the ASI as a 'feat' idea. Also the magic items could have more unique prerequisites. Like must know a certain language or proficient with specific tools
@Nildread
2 жыл бұрын
Arguably some of them already have that if they have command words that arent in common. It's just one of those things that are easy to forget that you can add.
@pederw4900
2 жыл бұрын
Idk I feel like that’s a weak asi, maybe if it were a half feat and I already had 3 attuned items I’d take that
@Nildread
2 жыл бұрын
@@pederw4900 I mean, if you don't already have 3 attuned items the whole attunement slots issue is non-existent.
@eveescastle5866
2 жыл бұрын
@@Nildread tbh I've never met anyone who actually gives a shit about command words being in another language.
@LeonJagerWulf
2 жыл бұрын
DM Ruling: You CAN wear 3 pairs of gloves, one over the other etc, HOWEVER every time you grab something the gloves moan like an anime girl.
@marcperez2598
2 жыл бұрын
I see this as an absolute win
@glitchking666
2 жыл бұрын
I would go for a gold sink and collecting specific items to bring to an npc to increase attunement slots, they have to go through a ritual that very few can perform, you can make the cost high and the items needed as loot instead of just your usual items or even have to break a magic item to increase the attunement slots. This way it doesn't interfere with what makes the artificer special and it can be done but it feels like an achievement , but accessable. Just my opinion though
@paulschirf9259
2 жыл бұрын
I suggest this... after you're level X you can attune one uncommon item w/o using an attunment slot. After you're level Y you can attune one rare item w/o using an attunement slot. This type of bonus makes sure that the character isn't stacking a ton of extremely powerful items - and they're likely to be able to carry an item or two that they love that was given to them early.
@Bolderox
2 жыл бұрын
Eyyy, proficiency bonus attunement was my thoughts exactly. I would argue having an artificer being possibly 9 attunements seems a tad much, but having access to more earlier can be a caviot
@FrostSpike
2 жыл бұрын
The Cypher System restricts characters to carrying 3 "Cyphers", though there are "Feats" that allow up to 5 to be carried (so that might a consideration - and I suppose that Artificers sort of work like that). In the event that a character tries to carry more, bad things can happen - from "Cyphers" randomly vanishing or losing their abilities, or actually blowing up in your face.
@seanhall9720
2 жыл бұрын
Tie it to their primary stat for casters, Con for martials. This would allow you to equip more items proportionately to your "power level" or to how much you body can withstand the strain. This way it's not tied to a specific stat that gives increased incentive to play a particular class and allows some wiggle room to explain how your Warlock can have 6 while the Barbarian has 7. Also, give the artificer seperate Attunement slots for their particular infusions. Infusion slots.
@carsonrush3352
2 жыл бұрын
I think a good way to explain the concept of 3 attunement slots is that the magic items begin to interfere with each other. It's just too much magic coursing through a character. A side effect of this is that spell casters start to lose attunement slots as they progress through their class. So let's say that you start with 6 slots. If you have level 3 spell slots, then you lose a slot. You lose another one once you hit level 5 spell slots. level 6 or 7 spell slots makes you lose another one. In this way, as spell casters get beefier they don't leave the martial characters behind. The artificer is unique in that the magic of their spell casting isn't coursing through them, but rather through their equipment, thus circumventing the interference.
@blakefischer9862
2 жыл бұрын
Haven't used this yet but I have shown it to my players and we plan to start using it with the next campaign. The idea comes from the Variant rule for Spell Points in the DMG. As a character, you have a set pool of points that increase with your character level. For attunement you have a number of points equal to your character level and attuning to an item costs a number of points equal to the rarity of the item: Common magic items are 1 point, Uncommon items are 2, Rare magic items are 3, V. Rare items are 5, and Legendary is 6. From there you can attune to as many items as you have available points. So a lvl10 character could have 2 V. Rare items (10 points) or 5 Uncommon magic items (also 10 points). And you still get access to three legendary magic items by level 18 (maybe even sooner with the condition below). Additionally, based on DM discretion; once a player has shown high compatibility with an item and have remained attuned to the same item for an extended period of time, the item costs 1 less attunement point. The item maintains this benefit until the item is unattuned, whereupon it resets to normal and needs to be reacclimated again to gain this benefit.
@AfroditeBell
2 жыл бұрын
Based off of a little comment section reading, I liked this idea of variety so I’d do this…though I’d want to find a way to involve INT bc it needs something. Officially I’d go: - Separate or New Attunement system for the stat boost gear. - They’re basically mods, not magic items, anyway. - ie. books/gear that boost Ability Scores, weapons/ cloaks/ armor / wands that gives +1/2/3 - Keep the 3 attunement (maybe raise to 4) for ACTUAL magic items. - Prioritize creating niche or items of variety. Players can switch out these on short rest (current 5e rules). - Allows the player to create builds in anticipation to what’s to come keeping them engaged in what is going on and providing variety. Player will also not feel obligated to default to meta/or what is least situational, to avoid handicapping themselves. - ie. Spider Climb boots, night goggles, elemental protection jewelry, items with charges, weapons with a magical perk.
@ericworldender9871
2 жыл бұрын
I kept it mostly simple in my game. In the early tiers I kept the 3 attunements, and 9th and after gave another attunement for a total of 4. The PCs also each had a signature magic item which grew in power as they leveled, influenced by how the characters implemented them in play. Example: After the dwarven fighter beheaded 2 different dragons with his giant slaying axe, the axe became a dragon slayer. I also playtested having item sets. Items which count as 1 attunement, but only when used in conjunction. Received positive feedback from the players and did not throw the balance too far.
@righteousforest5538
2 жыл бұрын
Dang I feel like if each player having three attunement slots is a serious limitation, then you are giving out waayy more magic items than I do. There are plenty that don't even require attunement.
@jgalt99
2 жыл бұрын
Yeah, same. I feel like the more magic items there are in the game the more munchkin shenanigans it becomes. I don't mind DMing those games, honestly, and it's nowhere near as bad as 3.5 was in that regard but as a player I really don't like magic-heavy campaigns. I typically roleplay magic luddite characters who outright refuse to use magic items, even (especially) with spellcasting classes, (the character views items imbued with magical power to be an affront to the artistry they cultivate in their own craft) and I find the gameplay to be enhanced as a result. Encounters become more dangerous, resources are scarce, and the margin between life and death is more narrow. Keeps that low-level intensity around well into tier 3 if not 4.
@RexfelisLXIX
2 жыл бұрын
At my table, characters get attunement slots equal to their proficiency bonus. Works great.
@SuperGoose42
2 жыл бұрын
I hate the small number of attunement slots, but I'm worried giving the players more would make them way too strong. How have you dealt with this?
@godlessveteran2431
2 жыл бұрын
@@SuperGoose42 Make monsters stronger
@RexfelisLXIX
2 жыл бұрын
What GodlessVeteran said. As the party got more items it gave me more leeway as to what I could throw at them. More and stronger mobs gave the characters the feeling of being heroes, and the players loved finding, shall we say novel, ways of using their items and abilities to overcome obstacles. Fun stuff.
@Dragowolf_Rising
2 жыл бұрын
I really like what Ted talks about at 12:35 . More slots but really powerful stuff uses more than one.
@debsenjoyer2149
2 жыл бұрын
The way our table does attunement, at least with our main dm is you get attunement slots equal to 1 plus your proficiency bonus. You also can only equip 1 item on each body part within reason. That’s a ton of items attuned and is very strong, but is actually mostly balanced since the world is out to kill us and everything is super strong. We do have an artificer in the party, and to address that problem we allow him to add the artificer bonus on top of the normal proficiency +1 for even crazier amounts of items (though if he ever hits 20th level the bonus acts as if it were only 6 items). Finally, our warforged fighter now has this neat effect as a successor to the warforged who made the race sentient in our universe. This bonus allows basically any magic item to be absorbed and used for its effects regardless of what items are used on other body parts and allows them to attune to any item regardless of requirements. It’s pretty cool.
@RulesandRulings
2 жыл бұрын
I think giving the proficiency bonus to attunement would benefit artificer as well. They could go up to 9 slots and potentially get +9 to all saving throws.
@Hey-Its-Dingo
2 жыл бұрын
If you go with the thing like Legendary Magic Items requiring more slots, you could also have the Artificer reduce it by 1 each time they hit that ability, so at Level 18, and Artificer can attune to a Legendary Magic Item for the normal attunement cost of a regular.
@preatorantrax
2 жыл бұрын
I quite like the intelligence idea. You could build a cool concept about how the magic items start to drive you insane and so you need to have a strong intellect to resist that effect.
@emessar
2 жыл бұрын
I generally prefer soft limits on things, where a player can decide to exceed a limit, but at a cost. So here are a couple ideas in that vein: 1) Your reliance on items means that you are not struggling as much and therefore do not learn as much from your experiences. Every item in excess of 3 attuned reduces experience gained by 15-20%, with a maximum reduction of 95%. 2) magic items drain part of their power from their user. Attuning to a magic item inflicts a level of exhaustion on the player. In addition, every item in excess of 3 attuned raises your minimum exhaustion level by one. For example, if you attune a 4th magic item, your exhaustion level stays at 1 for as long as you keep all 4 attuned. Nothing, not spells, rest, nor other means can restore that point until an item is de-attuned and the character is reduced back to 3 items. This would also limit how much people swap items around, which I kind of like.
@DerekRawlings
2 жыл бұрын
I did run a West Marches game where the 10 or so characters got together and decided to pool their magic items. By the time we'd reached the mid game, there were almost enough attunement slot items in the game that players were fully decked out each session. Characters were more powerful than I'd expected at their levels and that was reflected in the encounters. Allowing more slots in certain games might further complicate encounter balance. The 3 limit feels like a good idea given that, but I really like the idea of introducing a feat that allows characters to take a 4th. Or perhaps the ability to attune to a specific item without spending an attunement slot (you can do more story stuff with that).
@TheHawkhead1HunterK
2 жыл бұрын
I've fixed the "attunement" problem pretty thoroughly in my game by judiciously ignoring the attunement property on quite a few number of "lesser" items that fit the character's aesthetic, in ADDITION to giving the party a number of attunement slots = to their Proficiency Bonus. Mechanically, I like to give my players a lot of items, and they all really appreciate it - I know not everyone is into this philosophy, but it has worked for me so far - I haven't had any issues with it so far.
@johnpaullogan1365
2 жыл бұрын
i actually tie tiers to it. at level 5 no common magic items take attunement regardless of the description. at level 11 no uncommon, and at 17 no rare. i also do proficiency bonus slots. one of the other dms in my group likes even more magic items than i do and he had no common ever used attunement and bumped the rarity at every place i did. i thought that was a bit much but we both thought that attunement was certain items actually drew from the user and as you got stronger you could physically handle more bonds. and eventually certain rarities of items stopped being of any consequence. of course if my players somehow gained a rare item before level 5 i would have certain negative effects like roll a d20 after a long rest get lower than an 8 and you get a level of exhaustion. if they got something even rarer attunement would fail if they attempted it
@jasondahfolf4325
2 жыл бұрын
I have two ideas that I will use: a feat for an extra attunement slot and maybe some safety with items that can degrade or destroy themselves upon losing charges or other methods; and a set of magic items that split an attunement slot with the caveat that you can only use those slots for items of a lower rarity than the one you have, you can only wear one, and it takes longer to attune to it. If you try to attune to more than one of the attunement splitters, you must make a con save or take massive amounts of typeless damage and levels of exhaustion as your soul begins to rip from the stress, of course half and without exhaustion if you save. I will include an in character warning from anyone who tries to do it so they don't accidentally nuke themselves
@perrywilliamson6256
2 жыл бұрын
Three options here: 1: 1 + Int or Cha Modifier, Minimum of 2 for the Modifier bonus. Doesn't cripple anyone who dumps those stats & gives a reason to increase them. 2. Proficiency + 2. Simple & scales decently. 3. Use the old school body slot attunment method. Each body part can attune to one item. Head, hands, rings, boots, etc.
@RisenTactics
2 жыл бұрын
As someone who has dmed two games over 4 years, one ended at 17th level, the other is ongoing at 18th level, I can say that proficiency bonus number of attunement slots is a great way to allow for players to feel more powerful as the game progresses. Nearly 50% of games end around level 5 so they dont even get to experience the possibility of having more than 3 attunement items. Not many games, even by Dnd Module standards make it to level 13. Mean that most games will only ever get access to 4 attunemnet slots under the new rules. At level 11 and above you have Wizards casting disintegrate Druids using tree stride. Barbarians and rogues hitting crazy crits. At that point in the game an onward the players are going to be strong whether you give them more items or not. But if you give them more items they will feel that strength more. If you need to buff up a few monsters to counter their growth then thats an easy fix if it means everyone is going to have fun
@AfroditeBell
2 жыл бұрын
That sticker idea of yours is pretty neat! I think Proficiency Bonus is a good start for figuring it out. I think also the wider pool and point based on rarity would be really cool. Since 5e is all about not taking. When basing it off INT, I would have a minimum set or…. Every character has 3 attunements flat (floor). But for those who study more / for higher levels….prof. bonus + INT mod (ceiling).
@plixeon
2 жыл бұрын
5e does have location slots, but are more loose on them. "A character can’t normally wear more than one pair of footwear, one pair of gloves or gauntlets, one pair of bracers, one suit of armor, one item of headwear, and one cloak." However, I use the proficiency = attunement slots method for my campaigns, and it works well in many ways.
@ryanflake3481
2 жыл бұрын
I will weigh in just to say, I really like the current system. I play pretty exclusively in Eberron, and Magic items are everywhere. Keeping things contained by just "not giving stuff" isn't really an option, and the 3 attunement slots allow for characters to remain distinct. The items they choose become iconic extensions of the characters, and there are plenty of non-attunement items to round things out and keep it feeling magical.
@r.s.2890
2 жыл бұрын
I've given my group (artillerist artificer, soulknife rogue, beast master/primal companion ranger - all L6) a small number of potions and spells scrolls. Rogue has boots of elvenkind, necklace of fireball (6 beads), an earring of comprehend languages (helm of comprehend languages as an earring. No one in group wears helmets.) And the party's bag of holding. Ranger has glove of blasting (circlet of blasting as glove), scroll of charm person, and a red elemental gem. Artificer has scroll of false life, deck of illusions, and scroll of invisibility. For magic weapons, i'll change them into hand crossbow (artificer), or longbow (ranger). Since rogue use its own psychi knives to fight, i'm thinking of adapting the magic weapons into jewelry that'll give its benefits to the psy knives.
@shawntoups2454
2 жыл бұрын
We did proficiency based attunement, but very rare and legendary items cost two slots. We also just gave the artificer additional slots that negated the cost restriction of very rare and legendary items.
@gymleaderleon910
2 жыл бұрын
Con Mod. Plus 1. Its a mod that most people put some points in, it makes sense because its adding extra effects to your body load in connection to excess connection to the weave, con mod only benefits health and for artificers to make up for it, make it to where they use intell and at level 10, anything under rare doesnt take a slot.
@blackpeoplestorytime802
2 жыл бұрын
Damn this ain't bad, I understand why some people would want it tied to intelligence base but it is better for it to be con as that is something every class should want a to be a bit better than anything else
@KiloEchoNovember-yd7ep
2 жыл бұрын
I've worked with a homebrew system before that treated ability score modifiers like some other rpg's use hardpoints for modifying gear or weapons but in this case a magic item mods your character. Each item would reduce the number of points available for molding from a specific stat or in some cases you would could pick between multiple stats like say strength or dex, like in the case of a +1 rapier, and decide which the item counted against or in another cases it may require points from multiple stats to use an item. This approach allows a players character build and magic items to have built in synergy and rewards players for increasing stats that may not be common for a particular class by giving them access to a variety of magic items that the typical build for their class wouldn't be able to access. It also lets you fix the issue with the artificer by letting you reduce the hard point cost of magic items across the six stats as the artificer increases in level.
@XainMexi
2 жыл бұрын
8:45 "Tying it to your INT modifier" = "Paladins shouldn't have magic items for their safety and Barbarians shouldn't have magic items for our safety" I agree whole-heartedly! XD
@jessemccaughey4231
2 жыл бұрын
Exactly! As if this game doesn’t shit on the marital classes enough. let’s tie magic items to int to just rub their noses in it
@XainMexi
2 жыл бұрын
@@jessemccaughey4231 I'm chuckling a bit more than I should.... I understand your stance in the war of Martial vs Caster. Even though my comment was more of a poke at Paladins and Barbarians, I have definitely seen the casters take on a bitter vengeance as they level. Early sessions/levels, the martials reign supreme, so, when the tides turn at higher levels, the petty enjoy nuking the foes and stealing kills from a distance. Thus, if my table decided they wanted to work out this topic, I would nudge them toward a level based system, with the possible consideration of their class playing into the allowances. Though, if my table voiced they wanted to regulate magic items, IMHO, it means I've failed as a DM to properly present/distribute/regulate magic items.
@johnpaullogan1365
2 жыл бұрын
@@jessemccaughey4231 eldritch knight and arcane trickster like the idea
@brianfehr5456
2 жыл бұрын
A method I was thinking about is tie it to proficiency bonus (as mentioned) is how many slots you have but rarity determines how many slots an item takes up Eg common/uncommon = 1 slot Rare/very rare = 2 slots Legendary = 3 slots So at max you have 6 slots to fill out however you will I see you covered this later on
@yat282
2 жыл бұрын
That doesn't seem very functionally different from just having 3 slots
@brianfehr5456
2 жыл бұрын
In my opinion it's not about being more powerful but to me it makes a bit more sense and grants a feeling of meaningful choice, I still haven't tested it out yet but to me it makes sense and feels more dynamic than just 3 items
@Shadow_Knight
2 жыл бұрын
I have to say tying it to proficiency bonus makes the most sense. It is simple, easy to understand, and doesn't require looking at a table to figure out. Also makes sense intuitively. "Oh, as you level up you can attune more magic items." Would be nice is INT did have some role to play but that could just needlessly make it more complex. There are other ways to make INT a more balanced stat though.
@brianbailey816
2 жыл бұрын
I created a power shopkeeper that is a wizard, so he can magically enchant any item and "attunement break" an item (Homebrew the attunement item as an item that doesn't require attunement). Gives players customizable options to work towards with their gold. My players are level 11 and they have only met him 3 times so far, since he magically moves his shop around. Good way for DM to apply some control and maybe some upgrades before the bbeg.
@MarshmallowMadnesss
2 жыл бұрын
I like the concept of the more you attune to a magic item, more hidden properties may be revealed. Our ranger recently discovered that the fairly mundane dagger that only granted darkvision is actually useful as a mirror to the PCs home plane when staring at the flat of the blade.
@RyanSSmith
2 жыл бұрын
I use a system I made based on “Attunement Points.” Your Attunement Points are based on your Proficiency Bonus X 1.5 rounded down. So If your Proficiency Bonus is 2 you have 3 Attunement Points, 3PB=4AP, 4PB=6AP, 5PB=7AP, 6PB=9AP. And then the way you use those points is Uncommon and Rare=1AP, Very Rare=2AP, Legendary=3AP. Scales great, allows flexibility with more lower power items, and still limits you on powerful items at higher levels.
@shaylic3795
2 жыл бұрын
So I had a a campaign setting I homebrewed to resemble a video game. With lots of MMORPG mechanics. Players had rings that slowly unlocked functions as they leveled. One was quick swapping equipment. They could save magic items into a set and swap out to a new set. Attunement slots still applied but like a fighter could for example have adamantine armor and greatsword but then swap to Mithral armor, elven boots, and swap to a bow. It was a way to limit items in use but experiment with load outs. It was a BA to swap between load outs.
@nulllex0099
2 жыл бұрын
I seriously like the idea of tying attunement to INT because it kills two birds with one stone: addresses the attunement situation, and ups INT's importance as a stat. I can think of an easy mechanical fix for it and an in-universe reasoning: -- your slots are equal to 2 or INT mod, whichever is higher. -- the process by which a creature attunes to a magic item is magical, specific, and formulaic. As such, a higher intelligence lets you comprehend this process better and carry it out without messing up and "caping your potential out." What I think matters most is that people might be too afraid to touch monsters too much? Like, back in 3.5e the monsters were whole characters in in their rights; the most powerful dragons were supremely powerful sorcerers, maybe wizards, with their own magic items at their disposal. Basically, what I'm saying is that power can be balanced if we push the roof above everyone's head; an adventuring party can get so grossly strong because anything they fight with a personality of its own can be expected to have class levels, even magic items in the worst case. (And even a beast could have Tasha sidekick warrior levels). Summary: less monsters, more NPC
@bloodsentinel5388
2 жыл бұрын
Depending on how many you want to add on you can divide the total character level and make it so you have (a minimum of 1) attunement slots. Then fix artificer by bumping it up a little or making it so the total artificer level divided by a smaller level then you would for other classes.
@americanexistentialist4756
2 жыл бұрын
I like to generally have a higher power level in general in the game. Let people take a feat and an ability score upgrade whenever they'd normally have to choose. Then they can forgo a feat or an ability score increase for an attunement slot. I think the problem is fundamentally the game is balanced around a lower power level than having access to several magic items. I build the game around that higher power level, npcs and monsters included.
@ColinKillick
2 жыл бұрын
I'd just say Game Tier plus one for attunement slots: 2 from levels 1-4, 3 from 5-10, 4 from 11 to 17, 5 from 17 to 20. Stays similar to where we are now, but adds a little bit of a boost in the late game when more powerful items might be popping up.
@Calavid
2 жыл бұрын
This is an interesting topic of conversation. I planned to go over this myself on my own channel at some point, but i'll give some of my thoughts now. Something with INT would be best in my opinion. Maybe have a base of 2, and then have thresholds for increases (as opposed to just adding your modifier), say; 12 for +1, 16 for +2, and 20 for +3. I don't think a penalty for 8 INT is overly necessary if the base started at 2, but if you wanted to start them off with 3 at base, maybe a -1 for 8 or lower would be fine. Although, the Prof + INT mod idea, coupled with the having higher rarity/stronger items require more slots, is also interesting. I think the issue of attuning to an array of uncommon items is born not of attunement slots, but of the disparity between the strength of magic items. A common example i bring up is the comparison between a Vicious Weapon and something like a Sunblade or Flame Tongue. Sure, one is attunment and the others aren't, but these weapons do not belong in the same tier of rarity. If WotC were to rework the attunment pool to be larger, the thing they would need to do next is classify weapons like Sunblade and Flame Tongue as higher rarities to make them more costly in terms of attunement slots. Pearls of Power and Gauntlets of Ogrekind/Headbands of Intellect are some other very low rarity, but still very strong examples I can think of that would need to be bumped up under this system.
@calebfischer5257
2 жыл бұрын
I like the proficiency bonus idea. We just boost artificers over and above. So you get your additional slots at the appropriate levels plus proficiency bonus slots.
@mygeekdom4414
2 жыл бұрын
The concept I am experimenting with is connected items. This is more for legendary items. I have a sword which is specifically for the King and that sword is a symbol of his strength as leader (it is also a fully functional weapon). The King needs a specific ring in order to attune to that sword. I am also considering including the Crown in this. The in-universe logic is these items were made all at the same time. They all have a gem embedded within them which were cut from the same gem. If the rightfully crown King has been attuned to them, he gets the full benefits of those items. If he is missing one (especially the ring) the bearer doesn't get them. With the ring the sword is a Sword of Justice and without it, it is a +1 Sword. It is the fact that they were cut from the same gem which makes it possible to be attuned to them at the same time. Those who created this wanted this as an additional security measure. Game mechanics if one of them is stolen, this can be a campaign.
@travisholcomb8787
2 жыл бұрын
I personally really like the idea of proficiency bonus slots, with Legendary items/Artifacts/etc. taking up 2 slots. That way, there is still a limit of 3 very powerful items, but it allows you to play around with different combinations of “lower tier” items.
@byronpatton4372
2 жыл бұрын
Sorry if someone else stated this idea before. Not heavily thought out on my end, but was a passing thought. This idea may work best in a standard array built party as it makes it most fair feeling imo. It also may give fighter and anyone else with more ASI's a slight edge. The idea is to tie the number of attunement slots to the number of ability scores with with a positive modifier. So to get a full 6, players would have to invest resources a bit differently.
@alstaniforth
2 жыл бұрын
The intelligence modifier idea would make a Headband of Intellect into a Headband of Attuning to More Magic Items. Int 10? No problem. Attune to the Headband of Intellect and you can be attuned to that and 3 more items for free!
@clarioneversole9013
2 жыл бұрын
No wishing for more wishes! ...I mean attuning for more attunements. XD
@brandonmichaud8047
2 жыл бұрын
In my game I keep the three attunement slot limit. To offset this guy decreased the time it takes to attune to an item from one hour to one action and to unattune it takes 10 minutes That way players who have certain items that they always want to be attuned can be in use and then right before a combat they can decide which of their other items they want to attune to for a specific battle or situation, whichever one will help them the most. It is working out excellently It also helps because certain players sometimes struggle to know what to do before the combat starts and if they get a free action it will let them choose their item they want to attune to.
@ryanroyce
2 жыл бұрын
My preference is using proficiency bonus because it is simple and easy to remember, even for a newb, and fits neatly within the existing rules framework. A slightly more complicated method is to say that items of a low enough rarity no longer require attunement once the character is in a high enough tier, so that a common or uncommon item can be attuned "for free" once the character is plucking holy avengers from dragon hoards. As a side note, I will dispute the notion that attunements exist for balance reasons. The fact that the items that most thoroughly break the concept of bounded accuracy (+X arms and armor) do not require attunement slots discredits it completely. It was implemented primarily to placate the subset of players and DMs that were disgruntled by the "christmas tree characters" of 3rd and 4th.
@polvotierno
2 жыл бұрын
From the options that you gave, I like best that the proficiency bonus to determines number of attunements. Plus a Feat to gain 1 more attunement makes good sense.
@williamwalton9154
2 жыл бұрын
Attunement and Concentration are the two main mechanics for limiting the level of absurdity that can be achieved and I like it. Concentration really brings casters down to earth and Attunement helps make magic items important and forces choices to be made.
@brotherimzee
2 жыл бұрын
I use 3 + INT modifier. Artificers use their class limit + INT modifier. Been using it for about 2 years and my players like it.
@Cynndora
2 жыл бұрын
My group uses a homebrew rule of your no. of Attunement Slots is equal to your Proficiency Bonus. Essentially nothing changes until you reach 9th level, at which point the increase in power is expected as you enter higher tiers of play.
@BrazenBard
2 жыл бұрын
The "my players just sell their surplus powerful magic items" issue... Well, what's stopping the BBEG from keeping an eye on the party and "acquiring" the items for their own use? "Gus, remember that Arcane Shoulder Cannon we got rid of?" "Yeees?" "I think the assassin that's on our trail has got it." "What? That thing's utterly lethal, and can kill most of us in one shot!" "Yeeeeeah... we might've made a mistake selling it..." As for a formula for getting attunement slots... How about (Proficiency Bonus + Intelligence Modifier)/2, minimum of 1? You can never be stuck with 0 slots, but if you've got a bad Intelligence score, you'll still take a long time to be able to get another, and it'll still not be too obscenely overpowered for a level 20 character with Int 20.
@mikeweddleton2489
2 жыл бұрын
Interesting concept. I've never gotten to the point with a character where I was debating which items to attune to but for a high magic campaign; proficiency bonus = attunement slots seems reasonable. Any more variables contributing to that number could become cumbersome. The artificer issue could be fixed by increasing the benefits for having more items attuned perhaps? Regardless, thanks for all the content Ted. Love the channel!
@Jeromy1986
2 жыл бұрын
I don't know about the quantity, but one thing that attunement helps me understand is that magic items which used to be activated by speaking the command word, I would wonder how a character learned it. Now you would learn it during the attunement process.
@jpenhall
2 жыл бұрын
I liked your suggestion of proficiency bonus + int mod for number of slots, with items costing a number of slots based on there rarity. It makes Int more than just a dump stat and for the most part, only Int based classes would ever hit that +5 extra slots from their bonus, and those classes should have more attunements anyway (wizard and artificer). I might try this out in my game down the road.
@davidpencil3576
2 жыл бұрын
Star of Mystra (Rare Consumable Magic Item) This star-shaped crystal glows with a soft blue light and is warm to the touch. If a creature presses the crystal against an item that they have been attuned to for at least five consecutive days, the crystal is destroyed in a flash of light and the item becomes bound to the creature. A bound item does not require attunement, but is only usable by the creature that is bound to it. If the creature dies, the item ceases to be bound to the creature and reverts to requiring attunement. This item could be purchasable, found as treasure, or the goal/reward for completing a quest. By using an item like this, the DM has full control over the amount of additional attunement items players could use beyond the usual limit. It also gives the players agency to decide for themselves what item or items to become bound to. The threat of losing the effect through death also adds a significant consequence to death.
@alexandercross9081
2 жыл бұрын
You don't need to do jack for the Artificer, just let it keep the 3 additional spell slots, because 9 attunement slots is nuts
@CallenExile
2 жыл бұрын
In my current game, I allow a total of 6 slots. One must be used for a Legendary or Artifact, the other 5 can be used however you want.
@KevinVideo
2 жыл бұрын
Not sure if you're using the same feat, but the Critical Role Tal'Dorei Guide has a feat called Mystic Conflux. This feat gives advantage on Arcana checks when investigating magical objects and gives you 4 attunement slots. I'm hoping this get an update in the new version of the book so that it's just advantage on Arcana checks period, or maybe an ASI bump to a mental score. It mentions in the write-up that attunements are physically taxing, but the feat itself doesn't mention any downsides. Maybe take that idea and make it a base mechanic, and if you attune to four magic items you have disadvantage on Constitution checks to avoid exhaustion.
@timothyhanna6304
2 жыл бұрын
I sometimes have certain magic items that pair with other specifics to give a better buff but also share an attunement slot. Example is a cane and lash and armor of a pharaoh god that amplified based on how many pieces.
@Porlakh
2 жыл бұрын
Uh... Int Mod (minimun of 0) is a cool solution :OOO And if the players want to improve their attunement, they can choose ASI :OOOOOO I like that A LOT. And the lore for this may simply be: You have to comprehend the nature and changes of the power in magic items to wield their power, but your mind can't process too many magic items at the same time. I really really like this.
@kevinduke8928
2 жыл бұрын
I personally think it will create more problems. Even one more item adds a lot of power creep. That means more work for the DM. As another poster said, I sometimes use items that are niche so the players can choose the right one for the job. Also, as you said, adding more slots takes away from Artificer (A). Coming up with a bump for the A to make up for that is more work. If it’s official content, how does WotC come up with something as powerful and unique as an extra slot for the A without being too powerful. And how do you keep players from wanting THAT unique ability as well. I have toyed with the idea as a feat as well. It should cost you something precious. I think an ASI could be worthy of a slot especially since the player has little say in what magic items he/she finds. I also totes with idea that anyone can take an additional slot. However, while attuned is exponentially drains your own essence from you. Mechanicwise, this means taking a progressive 1 (squared) points of constitution drain while attuned. For example. First item beyond 3rd attunement slot would be 1x1=1 con drain. Second is 2x2=4 con drain. Third is 3x3=9 con drain and so on. Magic items that set con mod at a hard set number factor in negatives afterwards. For instance, if you had an item that made your con hard set at 19 and you had 5 attuned items, then you would subtract 4 from the 19 and end up with 15. I don’t know how that would work yet. Bottom line tho, I think the mechanic is fine as is and believe it’s good for players to “want more”. Just like we want to see one more sequel to our favorite movie franchise. Yet, when we get it we get disappointed. “Wanting more” is often more fun and interesting than getting more. If the players really demand more, than it should cost them something dear. Every new splat book makes them more powerful anyway. This would mean they would have to pay for this particular power gain. And I think that’s more than fair. I think, if they REALLY want it, then it keeps things balanced and those items are more appreciated now too. They earned it cuz it truly cost them something as a player.
@williamings773
2 жыл бұрын
I think somthing as simple as removing attinement from weapons would open things up bit. It has a cap built in , and would reduce the dual wield tax.
@brucecurtis9368
10 ай бұрын
I know this is an older video, but I want to put out my own take on attunement anyways. In my campaign I allow one attunement slot per level--but one slot only allows attunement to a single common item. Also ALL non-consumable items use one slot per rarity level. My thinking is that a 1st level character can't possibly control 3 legendary items. This gives way more flexibility to items used without much if any power creep. It also gives players one more thing to look forward to when leveling up. I also allow partial use of items with partial attunement--a +1 sword is still magical even without attunement. The justification for the system is that a character's soul becomes stronger as he levels allowing greater control of magic and similar abilities.
@codycooper9115
2 жыл бұрын
I like the large pool of attunement slots with each item costing more. But I say use double prof bonus. Uncommon 1, rare 2, very rare 3, legendary 4 as he said. So at 17+ you get 12 attunement points which would mean 3 legendary items. I would also say this would be paired with the fact that you can’t wear more than 1 type of item ( 1 pair of gloves or 1 helmet). Yes, this would mean that you would potentially have 12 uncommon items attuned… but again that would be hard unless they were “useable” items like wands or something. I would also say then that ALL items above the common level are attunement. Even a +1, +2, +3 weapon.
@gstaff1234
2 жыл бұрын
I have used INT for added languages but for attuning with the INT Mod is interesting as well. The pool idea based on rarity is interesting as well.
@alex2legit
2 жыл бұрын
I think to solve for the problem of how many Attunement slots to grant we are first going to need a fix for the bigger problem of magic item imbalance. I think what would be very helpful would be something similar to the dark souls attunement system for spells. Certain spells in that game use more slots than others due to the power level. Maybe a character has, for example, 5 Attunement slots at level X, but a cloak of protection might only use one of those, whereas a holy avenger might take 3+. Artificers might get like a discount or something or increase slots that it is easier to scale. But I think the fundamental problem is there’s nothing but subjectivity and a unreliable uncommon/common/rare/very rare category system for differentiating the power levels of these items
@landonholley1809
2 жыл бұрын
hey great video, i personally use the attunement slots linked to PB. 2 at first level 6 at 20th, i like that it fits with progression as you become more skilled you are able to handle more magic items . Also it keeps things relatively simple. With your idea of the int bonus and varied cost for attunement slot its easy to see that you played a lot of 3.5e lol (not that its a bad thing 3.5e it is fun) but this makes things overly complicated. Also this would mess the balance of wizards which are already one of the most powerful classes now they inherently get more magic items too that could get more broken.
@gabrielpmo
2 жыл бұрын
I think having more slots for attunement and some itens occupying more than one slot is a good solution. And the game Hollow Knight has a good additional mechanic for this, where you can overload powers, or in this case overload magical items. Say you have one empty slot and want to attune to an item that occupies two slots, you can do it, but you become more vulnerable. On Hollow Knight you take more damage, but maybe on 5.5E you could have disadvantage on every saving throw against magical effects (or other penalty).
@thehikingviking2049
2 жыл бұрын
I like the idea of a deep pool of "attunement points" and each individual magic item is given an attunement cost completely separate from its rarity. it would be based exclusively on its power/utility relative to other magic items. so maybe a pool of 3x proficiency bonus points (so 6-18) with magic items costing between 1 (cloak of billowing) and 6 (artifacts). if you decide to make something more powerful, you can just increase the cost. it stops being a question of best-in-slot and becomes a question of price assessment
@Unholydragoon
2 жыл бұрын
What I do is make allow items to be 'upgraded' to remove attunement (subject to DM's approval). Example: Armor of Resistance is a rare item that requires attunement. It can be upgraded to Very Rare and no longer needs an attunement slot. I don't do this for all items, obviously. Movement and stat items (amulet of health, winged boots) ALWAYS take attunement. But other items? I'll handle it on a case by case basis.
@seanorman6450
2 жыл бұрын
I like the "attunement points" concept, with rarity impacting the points it's worth, I feel like the easiest artificer fix for that is that they receive bonus attunement points equal to like 1/2 their artificer lvl rounded down especially if we work with it being int mod plus proficiency, it works out to being roughly double the amount of items like it is now.
@davidvincent5701
2 жыл бұрын
For his home brew game, I say go with proficiency bonus per character class mental stats (ether intelligence, wisdom, charisma). No more than five slots and make (common, uncommon, rare) one worth one slot. And have (highly rare, legendary) be two slots. Personally I always thought that attunement slots should be based on the class you want to play. Most marshall classes get three. Any marshall class that requires magic casting gets four. And all full magic casting classes get five.
@blake5430
2 жыл бұрын
Hey, if your players sell a magic item, it’s now in the world, which means other NPCs can buy it. It’d be interesting to see a friendly guard captain proudly showing off the new sword at his hip that the players sold in the town last time they were there, and it could be impactful if a similar thing happened with a notable nemesis. On the other hand, if they ended up in hostile hands too frequently, this could encourage PCs to store magic items in a private vault, hidden location, with a strong, friendly NPCor just carry them all around, which could be good or meh, depending on you opinion.
@mylesdrake2949
2 жыл бұрын
Considering powerful magic items like nightcaller whistle don't require attunement, I leave it pb attunement with equipment slots. 1 pair of boots and gloves, armor, robes, clothes, hat/helmet, goggles/glasses, 10 rings, 1 belt, 1 necklace, 3 equipable non sloted items ie peripts and ioun stones.
@TheAntesse
2 жыл бұрын
I've said it before, not sure if on here, that there needs to be two tiers of attunement, one limited to slots, and one unlimited that just keeps the item from being passed around. That being said, having non-attunement versions of attunement items at higher rarity could be a thing. Like if ioun stones didn't have attunement or something so you could get the cloak of protection for attunement or the stone of protection that doesn't fill a slot. (that's kinda how they worked in 3e and why they were more expensive)
@ryangentry2003
2 жыл бұрын
An idea from Dark Souls, maybe it's time to introduce a new Stat. Maybe a new stat tied to "Magic Aptitude" It might could be a 7th stat, or something that is purely affected by class or subclass. Magic classes would have this higher, an example of an Eldritch Knight would also get a bonus. This would still allow the artificer to have more than other classes. The idea behind this is "The more attuned you are with magic, the more magic items you can attune to."
@wearloga
2 жыл бұрын
I kind of like the setting where there are very few magic items (and yes, I know most campaign books undermine that). But if I had to change it up, I'd like the idea of more powerful items using up more slots. Proficiency bonus would bu needed to compensate for that a bit. Maybe add half INT rounded down to that as well, but only if it would result into an increase (so no penalties for low INT scores). Or maybe - more convoluted - a +1 bonus from INT 12 - 16 and a +2 from INT 18 and above. To make it more feasible to get the +1 attunement slot. Artificers would keep their bonus slots and get to choose between attuning to multiple weaker items or fewer strong ones, where their class abilities that tie in to their attunement provide for a more interesting choice. attuning to more 'weak' magic items would give them a stronger bonus that attuning to a few strong magic items.
@Ermys
2 жыл бұрын
So a thought that can scale and have minor difference if classes should have specific changes is to use the proficiency diece and have to roll it each short rest to see how attuned to each item you are. If you gained attunement you can get a short term bonus but if you lose on a bit of rest or time to reattune if your stretching yourself thin. Maybe some classes like artificer have advantage on the roll for it. This could go as high as 12 theoretically but then the risk of something disrupting attunement would be dramatic. That along with a delineation for extra attunement for artifacts vs legendary vs other magic items would allow more variety but keep some limitations.
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