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General Tabletop Discussion
*Pathfinder & Starfinder
Confirmed: Magic items and summoned monster stats in PHB
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<blockquote data-quote="Dragonblade" data-source="post: 4059363" data-attributes="member: 2804"><p>I used to play in games where magic items were a DM secret back in my early edition days. Sometimes it was cool, sometimes it wasn't. It really depended on the DM.</p><p></p><p>If an item is a plot device, or artifact level, I think it should be kept secret what it does. Not only that, I don't think the DM should even define what it does. The item just does whatever it needs to do to fit the needs of the story.</p><p></p><p>For less world shaking items, I just tell the players what it does and move on. I don't even bother with Identify anymore. I just assume the item's abilities are mentally imprinted on whoever picks it up. However, sometimes I'll add a little subtle comment and a devious smile to keep the PCs guessing.</p><p></p><p>For example: "You pick up the fallen ogre's axe. The blade is beautifully crafted and etched with glittering runes that seem to dance in the light as you tilt the blade to examine it. It's swing feels solid and sure, and you feel you have but to will it so and flames would erupt along its surface. You feel a surge of confidence as you hold it, and images of violence, destruction, and fire fill your thoughts for a brief instant. Almost as if the blade itself thirsted for such things. You have what <em>seems</em> to be a +2 flaming greataxe." <img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" /></p></blockquote><p></p>
[QUOTE="Dragonblade, post: 4059363, member: 2804"] I used to play in games where magic items were a DM secret back in my early edition days. Sometimes it was cool, sometimes it wasn't. It really depended on the DM. If an item is a plot device, or artifact level, I think it should be kept secret what it does. Not only that, I don't think the DM should even define what it does. The item just does whatever it needs to do to fit the needs of the story. For less world shaking items, I just tell the players what it does and move on. I don't even bother with Identify anymore. I just assume the item's abilities are mentally imprinted on whoever picks it up. However, sometimes I'll add a little subtle comment and a devious smile to keep the PCs guessing. For example: "You pick up the fallen ogre's axe. The blade is beautifully crafted and etched with glittering runes that seem to dance in the light as you tilt the blade to examine it. It's swing feels solid and sure, and you feel you have but to will it so and flames would erupt along its surface. You feel a surge of confidence as you hold it, and images of violence, destruction, and fire fill your thoughts for a brief instant. Almost as if the blade itself thirsted for such things. You have what [I]seems[/I] to be a +2 flaming greataxe." :] [/QUOTE]
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Confirmed: Magic items and summoned monster stats in PHB
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