For a lot of the homebrew items I've got, I tend to have modifiers that apply when the item isn't attuned, and then more powerful ones when they are. This allows the players the flexibility of picking what they want to use for a particular day. Currently I've got to give them two separate items on here for both sets of stats because the item either requires attunement as a whole, or not at all.
If you changed attunement from the weapon level, to the modifier level then this would allow a lot more flexibility in item creation. So when creating the modifier, have the 'Requires Attunement' checkbox.
I.e. Creating a Longsword that does +1 damage when unattuned, but when attuned also does an additional 1d6 damage versus undead.
Depending on how it's written, it could be a relatively simple change with huge ramifications. (Fix for existing items would be to default anything that has attunement on the weapon level to make their modifiers all have requires attunement checked by default)
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For a lot of the homebrew items I've got, I tend to have modifiers that apply when the item isn't attuned, and then more powerful ones when they are. This allows the players the flexibility of picking what they want to use for a particular day. Currently I've got to give them two separate items on here for both sets of stats because the item either requires attunement as a whole, or not at all.
If you changed attunement from the weapon level, to the modifier level then this would allow a lot more flexibility in item creation. So when creating the modifier, have the 'Requires Attunement' checkbox.
I.e. Creating a Longsword that does +1 damage when unattuned, but when attuned also does an additional 1d6 damage versus undead.
Depending on how it's written, it could be a relatively simple change with huge ramifications. (Fix for existing items would be to default anything that has attunement on the weapon level to make their modifiers all have requires attunement checked by default)