The clavicle attaches your shoulder to your rib cage and holds it out and away from your body. Your clavicle connects with the shoulder blade at the acromioclavicular joint, or A.C. Bones of the shoulder joint include the Clavicle (collar bone), Scapula (large flat triangular bone called shoulder blade) and Humerus (upper arm bone). The shoulder joint is made up of bones, tendons, muscles and ligaments which hold the shoulder in place and allows for its movement. It can rotate through a greater range of motion than any other joint in your body. Similar to the hip joint, your shoulder is a large ball and socket joint. The procedure is meant to relieve your pain, improve your strength, increase your range of motion and enable you to use your shoulder and arm. The most common reasons for a shoulder replacement surgery are osteoarthritis, rotator cuff tear arthropathy, avascular necrosis or rheumatoid arthritis. What is a shoulder replacement?Ī shoulder replacement is a procedure that tries to eliminate the source of pain and dysfunction by replacing damaged parts of the shoulder joint with artificial components called prostheses. For example, a magic shield that requires attunement provides the benefits of a normal shield to a creature not attuned to it, but none of its magical properties.Educational video describing total shoulder replacement surgery. "Without becoming attuned to an item that requires attunement, a creature gains only its nonmagical benefits, unless its description states otherwise. This was just lazy, thoughtless, not-even-understanding-the-rules usage of Attunement. I don't for a second believe that they intended to change Warforged lore, or prevent PCs from having say, two identical Armblades. Longsword and Shortsword or whatever), but even that is dubious RAW. Now, you could argue that maybe you could Attune two different weapon-type Armblades (i.e. Whereas in the lore, we know some Warforged have two Armblades, often identical ones. For example, a creature can’t attune to more than one ring of protection at a time." "Additionally, a creature can’t attune to more than one copy of an item. On top of this, let me say - WotC actually screwed up here. Instead of saying "Yo DMs this is essentially a metagame measure to prevent PCs from having too many powerful items and limit certain items to certain classes" (which is what it largely appears to be), they couched it in more mystical and vague terms, and thus the usage is inconsistent, because some writers just slap it randomly on items, and others seem to think any item that is "controlled" needs it, and so on. Part of this is simply that WotC failed to properly define the purpose of Attunement. It does not make sense for them to require Attunement for the way it's generally used - to limit power. Armblades, unless enchanted, are not a powerful magic item. So requiring an Attunement slot is giving that item a serious "opportunity cost". And as noted, most more powerful magic items do require Attunement. You can only ever have three items attuned to you. Furthermore, the most consistent feature is that very powerful items almost always do require Attunement, which means it is not closely equivalent to the "slot" system, but rather is a sort of power-limiter, preventing you from being simply covered in the best items (instead you're going to have at most three of "the best", though I think a handful of powerful items have slipped through the net on this, just as many weak ones inexplicably require it). Instead we have a system where some quite powerful items don't requirement Attunement, including ones that cover part of your body or the like, whereas other items do, for no particularly clear reason. If that was remotely consistent, that'd be reasonable.
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