Does that apply to consumables? Anyway, my suspicion is that it would hinder martial classes more than spellcasters, because magic weapons are more important to their power level (and more likely to not require attunement) than anything equivalent for spellcasters, but I doubt it would matter much to anyone before tier 3.
Does that apply to consumables? Anyway, my suspicion is that it would hinder martial classes more than spellcasters, because magic weapons are more important to their power level (and more likely to not require attunement) than anything equivalent for spellcasters, but I doubt it would matter much to anyone before tier 3.
Sorry, I should have qualified. Consumables like Potions would not need Attunement.
In my campaign it wouldn’t work very well, but I gave out a couple of common magic items. They’re for fluff and flavor and they don’t give any benefit in combat so making them require attunement to use them wouldn’t be very fair.
A character can only attune to 3 items at a time. So it would really limit the number of magic items they could use at a time. It would also lower the resale value of magic items or it may have the adverse affect of making them scarcer as they are not worth the time to construct low level items.
There are a lot of magic items that are very situational, flavorful, or treated as a party resource. Requiring attunement for every item means that the party either completely ignores a large subset of magic items, or someone is going to be an arcane pack mule. Artificers would also become much more powerful due to gaining additional Attunement slots.
I generally wouldn't recommend it.
If you are interested in reducing the impact of magic items in your game, you might consider introducing an "Arcane Battery" mechanic, so that players can activate magic items a finite amount of time.
In my current game as a player, this would have a huge impact. Our DM believes having a stash of magic items is a big part of what makes the game epic.
Before 5th level, as a Bard, I was carrying, Elven Chain Shirt, +1 Rapier of Frost, Pipes of Haunting, various scrolls and some healing potions, Bag of Holding for the party. I am carrying the fewest items of any party member. All the martial classes have magic armor, a magic shield, at least their primary weapon is magical, and at least one other magic item.
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Clearly, if magical items are scarce in your campaign, not as much.
Guess the oblique question is how scarce magical items are in your game (in my game, they are indeed scarce).
Does that apply to consumables? Anyway, my suspicion is that it would hinder martial classes more than spellcasters, because magic weapons are more important to their power level (and more likely to not require attunement) than anything equivalent for spellcasters, but I doubt it would matter much to anyone before tier 3.
Sorry, I should have qualified. Consumables like Potions would not need Attunement.
In my campaign it wouldn’t work very well, but I gave out a couple of common magic items. They’re for fluff and flavor and they don’t give any benefit in combat so making them require attunement to use them wouldn’t be very fair.
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A character can only attune to 3 items at a time. So it would really limit the number of magic items they could use at a time. It would also lower the resale value of magic items or it may have the adverse affect of making them scarcer as they are not worth the time to construct low level items.
There are a lot of magic items that are very situational, flavorful, or treated as a party resource. Requiring attunement for every item means that the party either completely ignores a large subset of magic items, or someone is going to be an arcane pack mule. Artificers would also become much more powerful due to gaining additional Attunement slots.
I generally wouldn't recommend it.
If you are interested in reducing the impact of magic items in your game, you might consider introducing an "Arcane Battery" mechanic, so that players can activate magic items a finite amount of time.
Common - 0 Charges
Uncommon - 1 Charge
Rare - 2 Charges
Very Rare - 3 Charges
Legendary - 4 Charges
etc...
Players have a number of charges equal to their character level and regain them on a Long Rest.
This turns Magic Items into a kind of alternative Spell Slot.
I'd only go with something like this if I upped the attunement slot #. I wouldn't keep it at 3 and make people attune to things like a Wand of Smiles.
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In my current game as a player, this would have a huge impact. Our DM believes having a stash of magic items is a big part of what makes the game epic.
Before 5th level, as a Bard, I was carrying, Elven Chain Shirt, +1 Rapier of Frost, Pipes of Haunting, various scrolls and some healing potions, Bag of Holding for the party. I am carrying the fewest items of any party member. All the martial classes have magic armor, a magic shield, at least their primary weapon is magical, and at least one other magic item.
Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt