Our DM allows us to attune up to our proficiency bonus. My character also has an Ioun Stone of Mastery, which gives my lvl 17 Sorcerer a +7 proficiency bonus. The Ioun Stone requires attunement which gives me 6 more attunement slots for a total of 7. Currently, I've worked around this by copying the Ioun Stone of Mastery into an 'Ioun Stone of Proficiency and Attunement" which I'm not allowed to publish because it's too close to Mastery. This is essentially the same as Mastery except it doesn't require attunement. There's also no good way of setting house rules like these that I can find, so I created these "Stone of Proficient Attunement X" where X is the number of attunement slots you have. So basically there is a 4, 5, and 6 and you have to swap them out as you grow in power. I had to make 3 of them because I couldn't find a way to create an item that adjusts based on a stat so that I could set attunment slots equal to prof bonus. Anyhow, I have work arounds, but they are all very squirrely. The easiest thing that would simplify this for me is if we just allowed setting attunement slots to more than 6 so that I didn't have to mess with the Ioun stone. I am pretty sure it was easier a year ago to just mark things as attuned without having a hard cap.
the other option you would have would be to make a homebrew version of the extra item and remove the attunment requirement. I know its not a perfect solution but it might help because you can clone magic items then go and just change attunment required.
I think this illustrates my point and is going to be a significant challenge for any developer of D&D creation/play systems. "Thems the rules" doesn't mean the same thing at every table. And I'm not suggesting that we try and make D&D Beyond fit every little house rule out there, but this in particular seems like an easy fix. In fact, it was a more flexible system and now it's less so. D&D's rules are open by design. Homebrewing stuff (creatures,spells, items, etc.) is only one piece of it. Creating house rules to make your game more enjoyable for your particular table is another. The bummer with D&D Beyond is that I either play by the vanilla rules (not an option when i'm not the DM), hope I can find a way to jump through the homebrew hoops (which I've found a way in this particular case), or just not use D&D Beyond. Note that i'm not asking for changes like "can i completely replace the death/dying system", I just want the guard rails removed.
the other option you would have would be to make a homebrew version of the extra item and remove the attunment requirement. I know its not a perfect solution but it might help because you can clone magic items then go and just change attunment required.
yep, this was ultimately part of my solution. Problem is that it makes it hard to know whether it's attuned if you want to swap it out later, but it's something,at least
I think you misunderstand my point; D&D Beyond is beholden to WotC to hold to a certain realm of limitations regarding the D&D rules systems. One of these is attunement slots. Yes, D&D rules are open by design and you can pick and chose, modify away, but DDB has limitations on what degrees of flexibility it can offer, based on its license with WotC.
I am not saying "those are the rules, stick to them", I'm saying "this is a limitation of DDB, so you'll have to find a work around I'm afraid"
You can work around a lot of these issues with a bit of creativity, for example copying items and removing the attunement restriction (which is very easy to do)
I think you misunderstand my point; D&D Beyond is beholden to WotC to hold to a certain realm of limitations regarding the D&D rules systems.
Gotcha, I wasn't aware of that aspect of the relationship. Sort of a bummer, but I guess there has to be rails of some sort for the sake of the dev team's sanity, at least. And WotC wouldn't want people getting TOO creative with their IP, otherwise who knows what foul consequences may befall them.
Oh well, got a work around in place, so that's just going to have to be good enough. Thanks again for the knowledge and advice.
I think you misunderstand my point; D&D Beyond is beholden to WotC to hold to a certain realm of limitations regarding the D&D rules systems. One of these is attunement slots. Yes, D&D rules are open by design and you can pick and chose, modify away, but DDB has limitations on what degrees of flexibility it can offer, based on its license with WotC.
Pretty sure that's never been the case, but they're not gonna waste time on niche homebrew features when they still have a massive backlog of features that provide a better experience for the majority of players.
If you want to keep track of what you're attuned to, you can add a note to the item.
Our DM allows us to attune up to our proficiency bonus. My character also has an Ioun Stone of Mastery, which gives my lvl 17 Sorcerer a +7 proficiency bonus. The Ioun Stone requires attunement which gives me 6 more attunement slots for a total of 7. Currently, I've worked around this by copying the Ioun Stone of Mastery into an 'Ioun Stone of Proficiency and Attunement" which I'm not allowed to publish because it's too close to Mastery. This is essentially the same as Mastery except it doesn't require attunement. There's also no good way of setting house rules like these that I can find, so I created these "Stone of Proficient Attunement X" where X is the number of attunement slots you have. So basically there is a 4, 5, and 6 and you have to swap them out as you grow in power. I had to make 3 of them because I couldn't find a way to create an item that adjusts based on a stat so that I could set attunment slots equal to prof bonus. Anyhow, I have work arounds, but they are all very squirrely. The easiest thing that would simplify this for me is if we just allowed setting attunement slots to more than 6 so that I didn't have to mess with the Ioun stone. I am pretty sure it was easier a year ago to just mark things as attuned without having a hard cap.
You can make a feat that gives you up to 6 attunement slots as that's the hard cap of the game rules. It was three, but the Artificer raised it.
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the other option you would have would be to make a homebrew version of the extra item and remove the attunment requirement. I know its not a perfect solution but it might help because you can clone magic items then go and just change attunment required.
I think this illustrates my point and is going to be a significant challenge for any developer of D&D creation/play systems. "Thems the rules" doesn't mean the same thing at every table. And I'm not suggesting that we try and make D&D Beyond fit every little house rule out there, but this in particular seems like an easy fix. In fact, it was a more flexible system and now it's less so. D&D's rules are open by design. Homebrewing stuff (creatures,spells, items, etc.) is only one piece of it. Creating house rules to make your game more enjoyable for your particular table is another. The bummer with D&D Beyond is that I either play by the vanilla rules (not an option when i'm not the DM), hope I can find a way to jump through the homebrew hoops (which I've found a way in this particular case), or just not use D&D Beyond. Note that i'm not asking for changes like "can i completely replace the death/dying system", I just want the guard rails removed.
yep, this was ultimately part of my solution. Problem is that it makes it hard to know whether it's attuned if you want to swap it out later, but it's something,at least
I think you misunderstand my point; D&D Beyond is beholden to WotC to hold to a certain realm of limitations regarding the D&D rules systems. One of these is attunement slots. Yes, D&D rules are open by design and you can pick and chose, modify away, but DDB has limitations on what degrees of flexibility it can offer, based on its license with WotC.
I am not saying "those are the rules, stick to them", I'm saying "this is a limitation of DDB, so you'll have to find a work around I'm afraid"
You can work around a lot of these issues with a bit of creativity, for example copying items and removing the attunement restriction (which is very easy to do)
D&D Beyond moderator across forums, Discord, Twitch and YouTube. Always happy to help and willing to answer questions (or at least try). (he/him/his)
How I'm posting based on text formatting: Mod Hat On - Mod Hat Off
Site Rules & Guidelines - Homebrew Rules - Looking for Players and Groups Rules
Gotcha, I wasn't aware of that aspect of the relationship. Sort of a bummer, but I guess there has to be rails of some sort for the sake of the dev team's sanity, at least. And WotC wouldn't want people getting TOO creative with their IP, otherwise who knows what foul consequences may befall them.
Oh well, got a work around in place, so that's just going to have to be good enough. Thanks again for the knowledge and advice.
Pretty sure that's never been the case, but they're not gonna waste time on niche homebrew features when they still have a massive backlog of features that provide a better experience for the majority of players.
If you want to keep track of what you're attuned to, you can add a note to the item.
They've said a few times that they can't allow modification of core D&D rules per their agreement with WotC.
D&D Beyond moderator across forums, Discord, Twitch and YouTube. Always happy to help and willing to answer questions (or at least try). (he/him/his)
How I'm posting based on text formatting: Mod Hat On - Mod Hat Off
Site Rules & Guidelines - Homebrew Rules - Looking for Players and Groups Rules