Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Note, not all magic items require attunement, and some work partially without attunement, so in PnP its up to the DM to decide how much they limit it through attunement.
Not really true. Its not an official D&D product. They're free to use the rules they want, and have done their own interpretation at many points.
Wait, there is a mod, or what is Unfinished Business, couldn't find it in the workshop ...
but anyway, would need a standalone one, with that two options !
Or is the mod only at nexus ?
Thanks
It isn't new or unique to D&D, if you look at how much you could equip in Daggerfall compared to what you can equip in Skyrim you will notice how limiting the vanilla base game is. Of course you can mod that out of Skyrim, it also sounds like you can do the same with the Solasta mod.
I totally get that some of these rules can be irksome... I use UB1 mainly to add features (like multi-classing) that are allowed in pen & paper, but are not part of Solasta. However, I sometimes bend the rules (e.g., I allow attuning more than three items at higher levels via the mod).
At the end of the day, the player's goal is to have fun. How faithful you want to be to D&D 5E rules is your choice (via Unfinished Business).
They're not forced in the sense a gun is pointing at their head, no.
But they raised money on kick-starter (the reason Solasta even exists) on the premise it would be rules accurate (like, attunement). So a load of home brew changes (asides what is necessary - most official subclasses aren't available due to copyright restrictions - so they HAD to make their own) would go against the reason people gave them funding in the first place. Infinite attunes as a base feature would throw balance out of wack, easily, if the game was designed around that assumption.
An option in game menu to disable it wouldn't hurt, of course. It'd be like toggling easy mode.
I swear to god I can not count how many times I go to cast a spell and then don't cast it because it is going to break concentration on something I already casted and thus is almost certainly more important me. It even applies to item powers which is complete ♥♥♥♥♥♥♥♥ IMO. I have no issue with the concept of concentration and that it can be broken by getting the ♥♥♥♥ knocked out of you but it applies to WAAAAYY too many spells. Like some real powerful spells ok, cool I get it. But why would something like haste require concentration? It is almost like you get one cast per caster per fight, unless its an instant effect damage spell.
The saving grace for me was that some items have features that work without the attunement and you would need it only for more op features.