Oscaron
First Post
One last idea I thought about.
I think it's the Gurps system, or some other that gives results by the total success of a roll or by number of successes.
i.e. Interogation roll.
Total roll of d20 +/- bonuses:
< 10 - No info
10 - Common Knowledge info
15 - New Info
20 - Major info
blah blah...
So....
One could make a chart like:
Spellcraft Roll after all bonuses:
<10 - PC is sure that item is not magic or only ornamentally magic
10 - Basic purpose of the item known
15 - Base bonus / Presence of additional abilities known but only one identified. No activation words known.
20 - Multi bonuses known / All aditional abilites identified. Activation of one power known. Recogition of basic empathy/int recognized if dormant.
25 - All bonuses, powers and activations known. May make Will contest roll to force emp/int object to 'awaken' but not control. (optional)
30 - As above, but PC gains +1 to Will contest (optional)
35 - As above, but PC gains +2 to Will contest and may attempt basic Will contest to force a morally aligned item to work if PC is 1 alignment pick away. (i.e. Neutral Good PC using an item that works for only True Neutral). Contest is made with NO bonus and must be made every round.
Adjustments:
+10 while using Identify
+various for use of facilites, rituals and time.
-1 to -20 for enchantments added to avoid identification. (arbitrary numbers here)
-Int Bonus / -Wis bonus / -Avg Int Wis bonus of int or semi-int item.
-10 Minor Artifact (or impossible)
-20 Major Artifact (or impossible)
-various for alignment differences.
blah blah
The numbers are completely arbitrary, but could be adjusted to see fit.
Just an idea I might work on.
This particular idea works with the image I have with my campaigns, similar to Wheel of Time, that magic has patterns or weaves that a magic using character can see and recognize. The chars skill in Spellcraft allows for intuitive or experienced recognition of those patterns.
A kind of magical-reverse engineering (think Sam Carter in Stargate SG-1).
With items shielded from detection, the patterns are dimmed or changed to conceal true function. Intelligent items have more organic patterns and may be able to change them slightly to hide function.
And Artifact items may follow the above, or simply be opaque to detection or so 'bright' that individual patterns cannot be discerned.
The 'Identify' spell functions as a toolkit. Magnifying glass, Flashlight or welding mask as it is needed.
Osc
I think it's the Gurps system, or some other that gives results by the total success of a roll or by number of successes.
i.e. Interogation roll.
Total roll of d20 +/- bonuses:
< 10 - No info
10 - Common Knowledge info
15 - New Info
20 - Major info
blah blah...
So....
One could make a chart like:
Spellcraft Roll after all bonuses:
<10 - PC is sure that item is not magic or only ornamentally magic
10 - Basic purpose of the item known
15 - Base bonus / Presence of additional abilities known but only one identified. No activation words known.
20 - Multi bonuses known / All aditional abilites identified. Activation of one power known. Recogition of basic empathy/int recognized if dormant.
25 - All bonuses, powers and activations known. May make Will contest roll to force emp/int object to 'awaken' but not control. (optional)
30 - As above, but PC gains +1 to Will contest (optional)
35 - As above, but PC gains +2 to Will contest and may attempt basic Will contest to force a morally aligned item to work if PC is 1 alignment pick away. (i.e. Neutral Good PC using an item that works for only True Neutral). Contest is made with NO bonus and must be made every round.
Adjustments:
+10 while using Identify
+various for use of facilites, rituals and time.
-1 to -20 for enchantments added to avoid identification. (arbitrary numbers here)
-Int Bonus / -Wis bonus / -Avg Int Wis bonus of int or semi-int item.
-10 Minor Artifact (or impossible)
-20 Major Artifact (or impossible)
-various for alignment differences.
blah blah
The numbers are completely arbitrary, but could be adjusted to see fit.
Just an idea I might work on.
This particular idea works with the image I have with my campaigns, similar to Wheel of Time, that magic has patterns or weaves that a magic using character can see and recognize. The chars skill in Spellcraft allows for intuitive or experienced recognition of those patterns.
A kind of magical-reverse engineering (think Sam Carter in Stargate SG-1).
With items shielded from detection, the patterns are dimmed or changed to conceal true function. Intelligent items have more organic patterns and may be able to change them slightly to hide function.
And Artifact items may follow the above, or simply be opaque to detection or so 'bright' that individual patterns cannot be discerned.
The 'Identify' spell functions as a toolkit. Magnifying glass, Flashlight or welding mask as it is needed.
Osc
Last edited: