Planning on running a pre-written one shot. The session pretty much begins with the party getting magic items (the how isn't really important), and as written a few of them are attunable as written. The time line is pretty urgent, so everything will be moving pretty quickly in game time terms - how would you go about letting the players have these items, as they won't have an hour to sit about attuning to them. Just let them have the items and to hell with the mechanics, or give them magic items that they'll pretty much be unable to use unless they rest and go against the premise of the one shot?
Grateful for any thoughts on this and thanks in advance
Modify the magic items so they are sentient and the item chooses to attune to a character. The attuning is immediate once the character dons, wears, or wields the item. Because of this, the character remains attuned to the item until they complete a long rest or they convince the item to release them from the bond.
Planning on running a pre-written one shot. The session pretty much begins with the party getting magic items (the how isn't really important), and as written a few of them are attunable as written. The time line is pretty urgent, so everything will be moving pretty quickly in game time terms - how would you go about letting the players have these items, as they won't have an hour to sit about attuning to them. Just let them have the items and to hell with the mechanics, or give them magic items that they'll pretty much be unable to use unless they rest and go against the premise of the one shot?
Grateful for any thoughts on this and thanks in advance
A magical garden/bench/tea/whatever that allows character to take the equivalent of a short rest in a much shorter period of time
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Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Attunement exists so that characters can't use items not designed for their class, to limit the total number of magic items a given character can use, and so that characters can't hot-swap magic items in the middle of an encounter. As long as you preclude those three cases, I wouldn't worry too much about the specific rules of attunement. Either have the characters come pre-attuned to items they've always had, as others suggested, or if that's unfeasible, have the characters instantly and permanently attune to the appropriate magic items the moment they touch them.
Why these specific magic items have this instant, permanent attunement property isn't especially consequential, but you can call it destiny or a curse or something if your players ask questions.
The characters start the game having owned the items BEFORE the game starts. They attuned to them long ago.
Thanks. I did consider this, but the circumstances involve the party receiving the magic items at the start.... it would be easier if I showed it actually under a spoiler...
I suspect that the best course of action would be to just have them instantly attune.
the party arrive (expectedly) in a city under attack. Brennan the fierce has left a crate of magic items for them to aid in the defence of the city. T
The Crate
The crate’s lock can be opened using thieves tools with a DC 17 (Dexterity) slight of hand check. Alternatively, it can be pried open with a DC 15 Strength (Athletics) check (2 potions are destroyed) or DC 17 Strength (Athletics) check (1 potion is destroyed) If the crate is smashed open, potions are destroyed and a magic item of your choice is damaged or destroyed. Roll on Magic Items tables once per character to determine the contents of the crate.
Otherwise, choose a number of items equal to the number of party members from the following list:
• 2 potions of greater healing • wand of binding • ring of protection • ring of lightning resistance • scroll of misty step • rod of resurrection
For added flavor, consider including items from the list of Magic Items at the end of this book. The crate also contains a scroll with a message from Brennan the Fierce and a key to the open the cube
Attunement exists so that characters can't use items not designed for their class, to limit the total number of magic items a given character can use, and so that characters can't hot-swap magic items in the middle of an encounter. As long as you preclude those three cases, I wouldn't worry too much about the specific rules of attunement. Either have the characters come pre-attuned to items they've always had, as others suggested, or if that's unfeasible, have the characters instantly and permanently attune to the appropriate magic items the moment they touch them.
Why these specific magic items have this instant, permanent attunement property isn't especially consequential, but you can call it destiny or a curse or something if your players ask questions.
Attunement exists so that characters can't use items not designed for their class, to limit the total number of magic items a given character can use, and so that characters can't hot-swap magic items in the middle of an encounter. As long as you preclude those three cases, I wouldn't worry too much about the specific rules of attunement. Either have the characters come pre-attuned to items they've always had, as others suggested, or if that's unfeasible, have the characters instantly and permanently attune to the appropriate magic items the moment they touch them.
Why these specific magic items have this instant, permanent attunement property isn't especially consequential, but you can call it destiny or a curse or something if your players ask questions.
I think this will be my plan of attack. Thank you!
The characters start the game having owned the items BEFORE the game starts. They attuned to them long ago.
Thanks. I did consider this, but the circumstances involve the party receiving the magic items at the start.... it would be easier if I showed it actually under a spoiler...
I suspect that the best course of action would be to just have them instantly attune.
the party arrive (expectedly) in a city under attack. Brennan the fierce has left a crate of magic items for them to aid in the defence of the city. T
The Crate
The crate’s lock can be opened using thieves tools with a DC 17 (Dexterity) slight of hand check. Alternatively, it can be pried open with a DC 15 Strength (Athletics) check (2 potions are destroyed) or DC 17 Strength (Athletics) check (1 potion is destroyed) If the crate is smashed open, potions are destroyed and a magic item of your choice is damaged or destroyed. Roll on Magic Items tables once per character to determine the contents of the crate.
Otherwise, choose a number of items equal to the number of party members from the following list:
• 2 potions of greater healing • wand of binding • ring of protection • ring of lightning resistance • scroll of misty step • rod of resurrection
For added flavor, consider including items from the list of Magic Items at the end of this book. The crate also contains a scroll with a message from Brennan the Fierce and a key to the open the cube
Losing the potions just because they failed what was probably the first skill check of the session seems unnecessarily mean
I also have questions about why a city under attack isn't actively using something as powerful as a rod of resurrection and is just leaving it locked in a box, but that's a whole 'nother discussion
Rollback Post to RevisionRollBack
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
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Planning on running a pre-written one shot. The session pretty much begins with the party getting magic items (the how isn't really important), and as written a few of them are attunable as written. The time line is pretty urgent, so everything will be moving pretty quickly in game time terms - how would you go about letting the players have these items, as they won't have an hour to sit about attuning to them. Just let them have the items and to hell with the mechanics, or give them magic items that they'll pretty much be unable to use unless they rest and go against the premise of the one shot?
Grateful for any thoughts on this and thanks in advance
Modify the magic items so they are sentient and the item chooses to attune to a character. The attuning is immediate once the character dons, wears, or wields the item. Because of this, the character remains attuned to the item until they complete a long rest or they convince the item to release them from the bond.
A magical garden/bench/tea/whatever that allows character to take the equivalent of a short rest in a much shorter period of time
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Planning a one shot adventure?
The characters start the game having owned the items BEFORE the game starts. They attuned to them long ago.
Seconded.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Attunement exists so that characters can't use items not designed for their class, to limit the total number of magic items a given character can use, and so that characters can't hot-swap magic items in the middle of an encounter. As long as you preclude those three cases, I wouldn't worry too much about the specific rules of attunement. Either have the characters come pre-attuned to items they've always had, as others suggested, or if that's unfeasible, have the characters instantly and permanently attune to the appropriate magic items the moment they touch them.
Why these specific magic items have this instant, permanent attunement property isn't especially consequential, but you can call it destiny or a curse or something if your players ask questions.
Thanks. I did consider this, but the circumstances involve the party receiving the magic items at the start.... it would be easier if I showed it actually under a spoiler...
I suspect that the best course of action would be to just have them instantly attune.
the party arrive (expectedly) in a city under attack. Brennan the fierce has left a crate of magic items for them to aid in the defence of the city. T
The Crate
The crate’s lock can be opened using thieves tools with a DC 17 (Dexterity) slight of hand check. Alternatively, it can be pried open with a DC 15 Strength (Athletics) check (2 potions are destroyed) or DC 17 Strength (Athletics) check (1 potion is destroyed) If the crate is smashed open, potions are destroyed and a magic item of your choice is damaged or destroyed. Roll on Magic Items tables once per character to determine the contents of the crate.
Otherwise, choose a number of items equal to the number of party members from the following list:
• 2 potions of greater healing
• wand of binding
• ring of protection
• ring of lightning resistance
• scroll of misty step
• rod of resurrection
For added flavor, consider including items from the list of Magic Items at the end of this book. The crate also contains a scroll with a message from Brennan the Fierce and a key to the open the cube
I think this will be my plan of attack. Thank you!
Losing the potions just because they failed what was probably the first skill check of the session seems unnecessarily mean
I also have questions about why a city under attack isn't actively using something as powerful as a rod of resurrection and is just leaving it locked in a box, but that's a whole 'nother discussion
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)