In previous versions of D&D you could only wear a maximum of 2 magic rings. Has that limitation been removed? I cannot find any rule disallowing a character to have 20 rings on (21 if male) other than you cannot be attuned to more than 3 items.
5th edition decided not to use specific limits beyond "whatever you can fit on your body" for particular magic item types (unless I've forgotten those limits somewhere).
However, it's very unlikely that a character benefit from wearing more than a few rings given the attunement rules limit each character to 3 items that require attunement, and most rings require attunement.
I follow the old school ways.. two is the limit. Players are normally fine with this.
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On page 139 in the Dungeon Master's Guide, it does not state a limit to magic rings when talking about them. So according to the book, as long as they don't require attunement, you can wear, realistically, 10 rings at once as long as they are not duplicate magic items.
On page 139 in the Dungeon Master's Guide, it does not state a limit to magic rings when talking about them. So according to the book, as long as they don't require attunement, you can wear, realistically, 10 rings at once as long as they are not duplicate magic items.
That's a RAW that is completely OP, but to each their own. Glad I don't use that and refer back to earlier editions.
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On page 139 in the Dungeon Master's Guide, it does not state a limit to magic rings when talking about them. So according to the book, as long as they don't require attunement, you can wear, realistically, 10 rings at once as long as they are not duplicate magic items.
That's a RAW that is completely OP, but to each their own. Glad I don't use that and refer back to earlier editions.
Yes you can wear as many rings as you want, but the attunement limitation remains. This way is not OP.
In previous versions of D&D you could only wear a maximum of 2 magic rings. Has that limitation been removed? I cannot find any rule disallowing a character to have 20 rings on (21 if male) other than you cannot be attuned to more than 3 items.
Anyone want to comment on this?
Um, why 21 if male? lol
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"...Debts must always be paid, sometimes in more than blood and gold. But this is Ordo Ursa," Ren places his hand on Erakas's chest, right where the Dragonborn's heart is. "Right here. And it always has been and always will be. Don't ever forget that. Because I won't."
Serandis Mendaen (Aereni Elven Rogue/maybe one day Wizard)- Project Point Playtest
Magic item slots are very lenient in 5e and mostly up to DM Discretion, with that being said... Attunement slots are very restrictive and I am not sure its possible to have more then three rings anyways due to having a limit of three attunement items. The DMG pages 140-141 give more information on this! Hope this helps!
On page 139 in the Dungeon Master's Guide, it does not state a limit to magic rings when talking about them. So according to the book, as long as they don't require attunement, you can wear, realistically, 10 rings at once as long as they are not duplicate magic items.
That's a RAW that is completely OP, but to each their own. Glad I don't use that and refer back to earlier editions.
Yes you can wear as many rings as you want, but the attunement limitation remains. This way is not OP.
Anymore then 2 rings at once is OP. Not happening in my games, but anyone else is more then welcome to use that rule. Everyone has their own flavor for gaming, I stick to more traditional low powered games.
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Yeas but with three rings (all three with attunement) and 0 magical armour or weapon (because you don't have any more thing to attune) is far from being OP.
Yeas but with three rings (all three with attunement) and 0 magical armour or weapon (because you don't have any more thing to attune) is far from being OP.
still wouldn't get upto three rings in my game, two rings, it ends. ;D
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On page 139 in the Dungeon Master's Guide, it does not state a limit to magic rings when talking about them. So according to the book, as long as they don't require attunement, you can wear, realistically, 10 rings at once as long as they are not duplicate magic items.
That's a RAW that is completely OP, but to each their own. Glad I don't use that and refer back to earlier editions.
Yes you can wear as many rings as you want, but the attunement limitation remains. This way is not OP.
Anymore then 2 rings at once is OP. Not happening in my games, but anyone else is more then welcome to use that rule. Everyone has their own flavor for gaming, I stick to more traditional low powered games.
First off: than*
Secondly: How exactly is it over-powered? Any rings worth their salt are attunement-based (except the Ring of 3 Wishes, but if you include that ring, it's on YOU as it's a legendary ring). So, even if they equipped all 3 of the non-attunement (and non-legendary) rings they can: cast Animal Friendship, Fear (only against beasts with Int 3 or lower), and Speak with Animals. They can also walk on water or have a swim speed of 40 (which kind of cancel each other out).
Ok, so that means they can get 3 rings now that require attunement: Let's pick Monk since they naturally get magical weapons (for damage reduction purposes) and benefit from not wearing armor. So, let's min-max the hell outta this monk using only rings (remember almost all rings are rare+, so going in and just buying a ring that you want is pretty much out of the question and for posterity-sake, we aren't including legendary items).
So, let's go through the rings: - Ring of Evasion: Might be good considering the Monk gets the Evasion ability, so it's an automatic 0 damage from Dex Saving Throw attacks 3x per day. That's pretty good and would definitely earn a slot for a dragon fight (though you'd probably want to give it to a class that DOESN'T already have Evasion). - Ring of Feather Falling: Pretty useless for Monk as they already get Slow Fall - Ring of Free Action: Another one that's pretty useless for Monk as they already have a much higher speed than anyone else (the immunity to hold spells is nice, but not really worth an attunement slot imo) - Ring of Jumping: It's alright, but super situational (definitely not worth an attunement slot imo) - Ring of Mind Shielding: Situational, but depending on the campaign, can be SUPER useful. Seems like one of those things that you'd keep on you just in case it comes up, but wouldn't attune to until you needed it (and then would change attunement afterword) - Ring of Protection: The first ring that I've decided is an absolute lock for a spot (along with Evasion if nobody else needs/wants to use a slot on it). 5% avoidance for everything is good (though can also be done with a Cloak of Protection, so it's definitely not causing any kind of OP!!!!!!! issues) - Ring of Regeneration: One of those rings you keep on your person until it's time to rest up (or reattach a body part), not worth the attunement in an adventuring scenario - Ring of Resistance: GREAT, if you get hit by a damage of the specific type. HORRIBLE, if not. Now, MAYBE if you stacked 3 of these you'd be pretty good from magical damage (fire, cold, and any other type) - Ring of Shooting Stars: Decent damage, but I'd argue a Belt of Fire Giant strength (minimum +2 to attack and +2 to damage, assuming a 20 Dex), +3 quarterstaff, or a Manual of Quickness of Action would provide with a better boost in damage (or combination of damage + defense for the manual). - Ring of Spell Storing: Situational and the one-off mechanic makes it less useful. But storing a bunch of 1st level cure wounds or a mass cure wounds might be helpful to save the party, so we'll say a maybe on this one. - Ring of Telekinesis: Situational, but somewhat useful. Somewhat diminished if you have a caster on hand. But definitely a cool ring. - Ring of the Ram: Situational, but really good ranged DPS (if it hits, otherwise the charges are expended to no effect. The fact that it has no extra abilities outside of the charges means it's useless after the charges are gone. Let's suppose you hit (+7 to hit) and expended all 3 charges (2d10 per charge): that's a maximum damage of 60 and an average damage of 33. Now, compare this to a +2 Quarterstaff. At level 5 (the soonest you get a rare magical item) that's a +5 to hit (without ability score modifier to each attack - meaning an extra 5-10% hit chance on attacks). You get 3 attacks per round (not including flurry of blows) So, in one round, you're doing an extra 6 damage, meaning you only have to fight 5-6 rounds in one day to make up for the average damage and 10 rounds to make up for the maximum. If you Flurry of Blows it's even less (plus Way of the Open Hand monks can push back 15 feet per flurry attack) - Ring of Warmth: Super situational, though I'm not sure why this ring provides resistance to cold AND other effects and is Uncommon while the Ring of Resistance (Cold) only provides resistance and is rare. I'd definitely grab this one instead of a Ring of Resistance (Cold) if going with multiple resist rings. - Ring of X-Ray Vision: Situational, but stupid good for a situation that it would be useful. If you're planning a caper, attune to this, otherwise don't bother.
So, looking at the above effects, I would say the best combo would be Ring of Protection, Ring of Shooting Stars, and Ring of the Ram for min-maxing damage purposes. Now, let's compare that to Cloak of Protection, a Belt of Fire Giant Strength, and a +2 quarterstaff (all the same item rarity)
So, how exactly are three rings OP vs 3 other magical items of equal level? Is it the water walking and talking to animals that you have an issue with?
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So, how exactly are three rings OP vs 3 other magical items of equal level?
I think this is a case of something being different than it used to be being treated as broken for no reason other than that it isn't how it used to be - and since the change appears like an increase in potency from the old way, that perceived brokenness is phrased as "OP".
It happens with basically every new edition (of any game); people make snap judgements and never actually test their (usually demonstrably false) hypothesis.
I am entitled to run the game as I see fit. Two rings, max. End of story. I don't care if the book says you can wear a 10000 rings, my world my rules my story. No one has ever had an issue with that rule
Just because the book says something doesn't mean its law, your game, your rules, as long as everyone in the group agrees to the rules all is good.
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Definitely not O.P. the attunement rule says 3. So unless I'm confused there is a good chance you wont be able to benefit from any rings by the time you actually get one. If anything wotc is nerfing players. Which I'm all for.
Just because the book says something doesn't mean its law...
As it was already pointed out that no one is try to say you aren't entitled to run your game however you see fit, I'd just like to address the natural counter-point to this bit of your post;
The thing you are saying is the result of you not caring what the (new) book says is a thing you likely would not have come to on your own had it not been what the (old) book says.
On page 139 in the Dungeon Master's Guide, it does not state a limit to magic rings when talking about them. So according to the book, as long as they don't require attunement, you can wear, realistically, 10 rings at once as long as they are not duplicate magic items.
That's a RAW that is completely OP, but to each their own. Glad I don't use that and refer back to earlier editions.
With a limit of 3 rings that require atonement it's not really going to be op unless you give the PCs a ton of rings to begin with or make them super easy to come by.
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In previous versions of D&D you could only wear a maximum of 2 magic rings. Has that limitation been removed? I cannot find any rule disallowing a character to have 20 rings on (21 if male) other than you cannot be attuned to more than 3 items.
Anyone want to comment on this?
Two rings if enough imo, otherwise you go OP
5th edition decided not to use specific limits beyond "whatever you can fit on your body" for particular magic item types (unless I've forgotten those limits somewhere).
However, it's very unlikely that a character benefit from wearing more than a few rings given the attunement rules limit each character to 3 items that require attunement, and most rings require attunement.
I follow the old school ways.. two is the limit. Players are normally fine with this.
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On page 139 in the Dungeon Master's Guide, it does not state a limit to magic rings when talking about them. So according to the book, as long as they don't require attunement, you can wear, realistically, 10 rings at once as long as they are not duplicate magic items.
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Um, why 21 if male? lol
"...Debts must always be paid, sometimes in more than blood and gold. But this is Ordo Ursa," Ren places his hand on Erakas's chest, right where the Dragonborn's heart is. "Right here. And it always has been and always will be. Don't ever forget that. Because I won't."
Serandis Mendaen (Aereni Elven Rogue/maybe one day Wizard)- Project Point Playtest
Magic item slots are very lenient in 5e and mostly up to DM Discretion, with that being said... Attunement slots are very restrictive and I am not sure its possible to have more then three rings anyways due to having a limit of three attunement items. The DMG pages 140-141 give more information on this! Hope this helps!
~Josh~
I decided to do the math.
DMG Rings that need Attunement: 18
Djinni Summoning, Elemental Command, Evasion, Feather Falling, Free Action, Invisibility, Jumping, Mind Shielding, Protection, Regeneration, Resistance, Shooting Stars, Spell Storing, Spell Tuning, Telekinesis, Ram, Warmth, X-Ray Vision.
DMG Rings that do not need Attunement: 4
Animal Influence, Swimming, Three Wishes, Water Walking
It doesn't appear that the removal of the old "No more than 2 rings" rule is going to be significant in everyday play.
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Yeas but with three rings (all three with attunement) and 0 magical armour or weapon (because you don't have any more thing to attune) is far from being OP.
still wouldn't get upto three rings in my game, two rings, it ends. ;D
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First off: than*
Secondly: How exactly is it over-powered? Any rings worth their salt are attunement-based (except the Ring of 3 Wishes, but if you include that ring, it's on YOU as it's a legendary ring). So, even if they equipped all 3 of the non-attunement (and non-legendary) rings they can: cast Animal Friendship, Fear (only against beasts with Int 3 or lower), and Speak with Animals. They can also walk on water or have a swim speed of 40 (which kind of cancel each other out).
Ok, so that means they can get 3 rings now that require attunement: Let's pick Monk since they naturally get magical weapons (for damage reduction purposes) and benefit from not wearing armor. So, let's min-max the hell outta this monk using only rings (remember almost all rings are rare+, so going in and just buying a ring that you want is pretty much out of the question and for posterity-sake, we aren't including legendary items).
So, let's go through the rings:
- Ring of Evasion: Might be good considering the Monk gets the Evasion ability, so it's an automatic 0 damage from Dex Saving Throw attacks 3x per day. That's pretty good and would definitely earn a slot for a dragon fight (though you'd probably want to give it to a class that DOESN'T already have Evasion).
- Ring of Feather Falling: Pretty useless for Monk as they already get Slow Fall
- Ring of Free Action: Another one that's pretty useless for Monk as they already have a much higher speed than anyone else (the immunity to hold spells is nice, but not really worth an attunement slot imo)
- Ring of Jumping: It's alright, but super situational (definitely not worth an attunement slot imo)
- Ring of Mind Shielding: Situational, but depending on the campaign, can be SUPER useful. Seems like one of those things that you'd keep on you just in case it comes up, but wouldn't attune to until you needed it (and then would change attunement afterword)
- Ring of Protection: The first ring that I've decided is an absolute lock for a spot (along with Evasion if nobody else needs/wants to use a slot on it). 5% avoidance for everything is good (though can also be done with a Cloak of Protection, so it's definitely not causing any kind of OP!!!!!!! issues)
- Ring of Regeneration: One of those rings you keep on your person until it's time to rest up (or reattach a body part), not worth the attunement in an adventuring scenario
- Ring of Resistance: GREAT, if you get hit by a damage of the specific type. HORRIBLE, if not. Now, MAYBE if you stacked 3 of these you'd be pretty good from magical damage (fire, cold, and any other type)
- Ring of Shooting Stars: Decent damage, but I'd argue a Belt of Fire Giant strength (minimum +2 to attack and +2 to damage, assuming a 20 Dex), +3 quarterstaff, or a Manual of Quickness of Action would provide with a better boost in damage (or combination of damage + defense for the manual).
- Ring of Spell Storing: Situational and the one-off mechanic makes it less useful. But storing a bunch of 1st level cure wounds or a mass cure wounds might be helpful to save the party, so we'll say a maybe on this one.
- Ring of Telekinesis: Situational, but somewhat useful. Somewhat diminished if you have a caster on hand. But definitely a cool ring.
- Ring of the Ram: Situational, but really good ranged DPS (if it hits, otherwise the charges are expended to no effect. The fact that it has no extra abilities outside of the charges means it's useless after the charges are gone. Let's suppose you hit (+7 to hit) and expended all 3 charges (2d10 per charge): that's a maximum damage of 60 and an average damage of 33. Now, compare this to a +2 Quarterstaff. At level 5 (the soonest you get a rare magical item) that's a +5 to hit (without ability score modifier to each attack - meaning an extra 5-10% hit chance on attacks). You get 3 attacks per round (not including flurry of blows) So, in one round, you're doing an extra 6 damage, meaning you only have to fight 5-6 rounds in one day to make up for the average damage and 10 rounds to make up for the maximum. If you Flurry of Blows it's even less (plus Way of the Open Hand monks can push back 15 feet per flurry attack)
- Ring of Warmth: Super situational, though I'm not sure why this ring provides resistance to cold AND other effects and is Uncommon while the Ring of Resistance (Cold) only provides resistance and is rare. I'd definitely grab this one instead of a Ring of Resistance (Cold) if going with multiple resist rings.
- Ring of X-Ray Vision: Situational, but stupid good for a situation that it would be useful. If you're planning a caper, attune to this, otherwise don't bother.
So, looking at the above effects, I would say the best combo would be Ring of Protection, Ring of Shooting Stars, and Ring of the Ram for min-maxing damage purposes. Now, let's compare that to Cloak of Protection, a Belt of Fire Giant Strength, and a +2 quarterstaff (all the same item rarity)
So, how exactly are three rings OP vs 3 other magical items of equal level? Is it the water walking and talking to animals that you have an issue with?
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I am entitled to run the game as I see fit. Two rings, max. End of story. I don't care if the book says you can wear a 10000 rings, my world my rules my story. No one has ever had an issue with that rule
Just because the book says something doesn't mean its law, your game, your rules, as long as everyone in the group agrees to the rules all is good.
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I haven't seen anyone dispute that.
What I've seen is people asking you why you are saying that wearing more than two rings at once is overpowered, if that helps.
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Definitely not O.P. the attunement rule says 3. So unless I'm confused there is a good chance you wont be able to benefit from any rings by the time you actually get one. If anything wotc is nerfing players. Which I'm all for.