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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
3.5 Identify vs other editions
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<blockquote data-quote="MarkB" data-source="post: 3034241" data-attributes="member: 40176"><p>Here's an idea I came up with for <em>identify</em>. Not sure how well it'd go down with spellcasters, though.</p><p></p><p>Remove the expensive material component. Instead, there is an XP component, equal to 1/10 the amount of XP required to craft the item, minimum 1 XP.</p><p></p><p>Remove the 1 hour casting time. Instead, the casting time is 1 minute per XP the spell costs, to a maximum of eight hours.</p><p></p><p>This makes the spell cheap and simple to cast when identifying something cheap and simple like a <em>cure light wounds</em> potion, but more expensive when identifying an 18,000 gp sword.</p><p></p><p>Due to the variable nature of the XP component, scrolls and wands of <em>identify</em> would exclude this cost, which would be paid by the character activating the item.</p><p></p><p>The XP cost and casting time apply to all versions of the spell. However, Artificers may substitute Craft Reserve points for XP when using the <em>identify</em> infusion, and characters with the Legendary Artisan feat may reduce the XP cost by 25%.</p><p></p><p></p><p>Possibly the precise value of the XP cost should be adjusted. It's pretty cheap as-is, but I think if it got much more expensive, casters would begin to really resent having to spend their own XP to identify gear that others will be using.</p></blockquote><p></p>
[QUOTE="MarkB, post: 3034241, member: 40176"] Here's an idea I came up with for [i]identify[/i]. Not sure how well it'd go down with spellcasters, though. Remove the expensive material component. Instead, there is an XP component, equal to 1/10 the amount of XP required to craft the item, minimum 1 XP. Remove the 1 hour casting time. Instead, the casting time is 1 minute per XP the spell costs, to a maximum of eight hours. This makes the spell cheap and simple to cast when identifying something cheap and simple like a [i]cure light wounds[/i] potion, but more expensive when identifying an 18,000 gp sword. Due to the variable nature of the XP component, scrolls and wands of [i]identify[/i] would exclude this cost, which would be paid by the character activating the item. The XP cost and casting time apply to all versions of the spell. However, Artificers may substitute Craft Reserve points for XP when using the [i]identify[/i] infusion, and characters with the Legendary Artisan feat may reduce the XP cost by 25%. Possibly the precise value of the XP cost should be adjusted. It's pretty cheap as-is, but I think if it got much more expensive, casters would begin to really resent having to spend their own XP to identify gear that others will be using. [/QUOTE]
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D&D Older Editions, OSR, & D&D Variants
3.5 Identify vs other editions
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