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| #1CauldorNov 08, 2014 10:07:12 | Well, I have been following the forums, devouring any information I could find on latest D&D version and also reviewing my manuals from AD&D, AD&D 2e, D&D 3.5, D&D 4e and other related manuals (PAthfinder, D20 Modern, etc...), and have come to the following decision regarding Attunement limits:
Maximum number of Attuned magic items = Character Procficiency bonus
This, in my opinion feels like the most "natural" way to handle magic items in the spirit intended by new rules without crippling characters developed in previous version. I don't think that allowing high level characters to have 4, 5 or even 6 attuned magic items will break the game, considering that challenges they will be facing at higher levels should present a challenge even with additional magic at the the players disposal.
For new characters the Proficiency level maximum will prevent low level characters from becoming too powerful. I know Mike Mearles has said otherwise, but I just see it differently and after 36 years of playing D&D feel confident that this will work.
It allows for players that have invested a large amount of effort in developing thier characters to high levels and aquiring magic items to help them in their goals to continue playing under new rules without losing the hard earned fruits of their labors. Not having to abandon or pick and choose magic items that were aquired not just by running modules and campaigns but through the fulfillment of specific quests designed by previous DMs in order to get these items.
I do like the latest version for many reasons, not the least of which is its return to old school AD&D style. While I could nit pick this and that, in reality it just comes down to personal preferences and I can live with the concept of bounded accuracy and attunement requirements. To me this was somewhat represented in original AD&D by racial ability and class minimums and maximums, so I do understand and appreciate the intent of bounded accuracy.
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| #2The_JesterNov 08, 2014 10:10:10 | 5e is designed to be houseruled and tweaked. So if you like that rule, then that's the rule you use. It doesn't matter what the book says. We haven't seen the DMG yet, so we can't be sure on the final rules for attunement, but I wouldn't be surprised if there were a few options. |
| #3MechaPilotNov 08, 2014 10:18:25 |
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| #4The_JesterNov 08, 2014 10:45:10 |
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| #5CauldorNov 08, 2014 11:52:52 | Nice feedback.
One additional comment that I should have included in original post was that although I do allow more than 3 magic items to be attuned for higher level characters, I have modified the bonuses on items.
Old items (armor, weapons, protection items, etc...) that were +1-+2 are now +, items that were +3-+4 are now +2 and items that were +5 are now +3. And as always I do not stack like bonuses unless items specifically mention or allow for it (i.e. Gauntlets of Ogre Strength and Girdle/Belts of Giant Strength when used with specific weapons.)
I am waiting to see new rules for staffs, wands, etc... regarding charges and relevant DC's per item and will in all likelyhood use new charge and DC stats for exisitng items. For spell effects I just am using the new spells, it all works pretty good so far.
At all times while working on conversions I do keep the bounded accuracy approach in mind to avoid having items that too over powered.
I am interested in hearing how the rest of you are going about converting magic items from previous levels of D&D.
Thanks |
| #6DraconesNov 08, 2014 12:35:34 | That doesn't sound like a bad house rule for a more magic heavy campaign.
As for conversions on the monsters and items, I'm just using the 5e versions. Where there isn't a direct version I'm just using a 5e version that's close and modding it to feel like the older edition item. Basically I'm just using full on 5e stats for everything. |