I haven't tried it. But considering that as PCs go up in levels the magic items also often get more powerful, you will end up with some seriously high-powered PCs that will end up altering the way you create encounters. I'd imagine you would have to add another 1.5x modifier to the experience points that make up the challenge difficulty you would expect them to go up against. Even then, you could end up with some very challenging situations as a DM to keep the game in balance.
I have a player who is frustrated with attunement. He comes from an AD&D background and seems to think too many cool things require attunement which then limit his fighter's ability to keep up with spellcasters. I haven't changed attunement in my campaign yet, but I had considered something similar. To make the least change from current RAW, I considered (Proficiency Bonus + 1) so that it starts at 3 and goes up from there to 6.
Nobiwan, what would your feat look like? Something like an attunement slot plus +1 to a stat and a skill or something similar?
I would give the player a choice on the feat. +1 attunement and +1 to a stat or +2 to attunement slots.
That way the player can decide what is more important to them 1 or 2 attunement slots. You could also put a level limit or even a class limit on it if you wanted, say Level 10 or higher to train it, that would keep attunement slots below that level to 3.
I come from a AD&D background as well, and my main experience is with 2nd, I stopped playing when 3rd was released and missed all of 3.5 and 4th so I can understand your players frustration. The power of your non-caster in 2nd edition was directly related to your magical items, and even then a fighter, paladin, ranger, rogue would fall behind the sheer power of a Mage or Cleric. However, as my experience increases with 5th as both a DM and player, I've come to understand the 3 attunement rule. The system is designed to put emphasis on the character and not their gear, increasing attunement slots will greatly increase your characters power. There is some compromise now, but classes by default are more powerful than their 2nd edition counterparts. Also, don't be afraid to create some items that are similar that don't require attunement and change up the ones you think that shouldn't require attunement.
I think more attunement slots could be an interesting part of a magic item crafter feat for spellcasters, sort of like how they are a class feature for the Unearthed Arcana Artificier class.
There are also magic items that don't require attunement, so don't forget about those. Which magic items to attune to should be a choice. If they can attune to a ton of magic items, it seems like the choice is falling off. Do they attune to the ring that increases their ac, the sword that deals more damage, or the shoes that give them increased movement speed? Just like the choice of spells to prep for the day. You don't actually know what you'll come across, but with a bit of research and checks, you may have a better idea.
Atunement is a balance mechanic to prevent the Christmas Tree effect. I wouldn't tinker with it. I like the idea that the Artificer can attune to more but I think it should remain his schtick
How about 3 attunement as per the rules but you can concentrate for 1 full round to attune a different item. That way you can adjust to the encounter in terms of damage types and the like, but it'll cost you a full turn and if you take damage you roll concentration
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looking for input:
Change attunement rules from a flat 3 to the proficiency bonus (2 for levels 1-4) and up to 5 .
I know this was discussed in tweets last year with the #WOTCStaff, but wondering if anyone actually tried it and what their experience was.
--
DM -- Elanon -- Homebrew world
Gronn -- Tiefling Warlock -- Amarath
Slim -- Halfling Cleric -- CoS (future Lord of Waterdeep 😁)
Bran -- Human Wizard - RoT
Making D&D mistakes and having fun since 1977!
I haven't tried it. But considering that as PCs go up in levels the magic items also often get more powerful, you will end up with some seriously high-powered PCs that will end up altering the way you create encounters. I'd imagine you would have to add another 1.5x modifier to the experience points that make up the challenge difficulty you would expect them to go up against. Even then, you could end up with some very challenging situations as a DM to keep the game in balance.
I would create a feat for players, that way the option to attune more items is there, but not automatically given.
I have a player who is frustrated with attunement. He comes from an AD&D background and seems to think too many cool things require attunement which then limit his fighter's ability to keep up with spellcasters. I haven't changed attunement in my campaign yet, but I had considered something similar. To make the least change from current RAW, I considered (Proficiency Bonus + 1) so that it starts at 3 and goes up from there to 6.
Nobiwan, what would your feat look like? Something like an attunement slot plus +1 to a stat and a skill or something similar?
I would give the player a choice on the feat. +1 attunement and +1 to a stat or +2 to attunement slots.
That way the player can decide what is more important to them 1 or 2 attunement slots. You could also put a level limit or even a class limit on it if you wanted, say Level 10 or higher to train it, that would keep attunement slots below that level to 3.
I come from a AD&D background as well, and my main experience is with 2nd, I stopped playing when 3rd was released and missed all of 3.5 and 4th so I can understand your players frustration. The power of your non-caster in 2nd edition was directly related to your magical items, and even then a fighter, paladin, ranger, rogue would fall behind the sheer power of a Mage or Cleric. However, as my experience increases with 5th as both a DM and player, I've come to understand the 3 attunement rule. The system is designed to put emphasis on the character and not their gear, increasing attunement slots will greatly increase your characters power. There is some compromise now, but classes by default are more powerful than their 2nd edition counterparts. Also, don't be afraid to create some items that are similar that don't require attunement and change up the ones you think that shouldn't require attunement.
I think more attunement slots could be an interesting part of a magic item crafter feat for spellcasters, sort of like how they are a class feature for the Unearthed Arcana Artificier class.
There are also magic items that don't require attunement, so don't forget about those. Which magic items to attune to should be a choice. If they can attune to a ton of magic items, it seems like the choice is falling off. Do they attune to the ring that increases their ac, the sword that deals more damage, or the shoes that give them increased movement speed? Just like the choice of spells to prep for the day. You don't actually know what you'll come across, but with a bit of research and checks, you may have a better idea.
Atunement is a balance mechanic to prevent the Christmas Tree effect. I wouldn't tinker with it. I like the idea that the Artificer can attune to more but I think it should remain his schtick
How about 3 attunement as per the rules but you can concentrate for 1 full round to attune a different item. That way you can adjust to the encounter in terms of damage types and the like, but it'll cost you a full turn and if you take damage you roll concentration