Detect Magic is Dead

phil500 said:
I like making the wizard the one who people give their stuff to and say "what does this do" and then the wiz can remember some story or something.

Yes, let's go back to making the wizard the only important member of the party.

Sheesh. In your games, does taking a level of Fighter automatically lobotomize you? D&D is high-magic; there's no reason why any random hero can't figure out what a magic sword does. Well, no reason except your fanboy love of wizards.
 

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It does beg the question of whether or not detect magic is still necessary though. If I can identify everything a magic item does, do I know if its magical just by picking it up? I assume not, because I think they said detect magic was a ritual.
 

Not a fan of this at all. The fighter should definitely not be inspecting the robe with all the pretty designs to determine that it's a robe of the archmage. But, as has been said, it'll be easy enough to retrofit.
 

Wormwood said:
Identify is "Mister DM, can you pretty please with sugar on top reveal your oh-so clever divine mysteries to us unworthy supplicants? Amen".

Yikes! That sounds quite unpleasant, I sincerely hope this isn't your experience on the subject.
 

Mercule said:
Not a fan of this at all. The fighter should definitely not be inspecting the robe with all the pretty designs to determine that it's a robe of the archmage. But, as has been said, it'll be easy enough to retrofit.
Yes, just say that a character can only identify items he can use. Easy enough.
 

Thanee said:
I also don't think non-mages should be able to figure out what an item does, except through conventional means (trial and error; using an item and getting a feel for what it does; and so on).
Well, you could also put it that way: Magic items that non-mages actually use, are usually made for them, right? Why should a mage make magic items not fit for his target group?

Flame swords probably show a flame motif, have little runes as markers, or by simply handling it, you get the feeling that it has some kind of power.

Unless the creator explicitly wanted to hide the properties (in which case it will fit into the category Arcana check or quest), the creator usually wants to create something that people can use, no?

Cheers, LT.
 


Hmmh, i wouldn´t like all items need only a short rest... you should at least have a nice glas of whine with a pulverized pearl in it, stirred with an owl feather... of course, its very easy to find out that it is more balanced as it appears to be, but it should be a bit harder to conceive, that you can enwrap it in flames.

I like, that there are still cursed items and more powerful items which need a (maybe one specific) ritual to identify: a cursed item would tell you its a different one, an artifact only reveals its magical plus.

Now the default assumption should be, that players who can´t identify will actually use the item until they find out how it works, and so it is much easier to give them an unnoticed artifact or a hidden cursed item...

Sometimes players will notice, that they should be a bit more careful to handle unidentified magical items, because if its cursed you may not want to touch it. So a ritual to identify it without handling it could become interesting.
 
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Khaim said:
Well, no reason except your fanboy love of wizards.


Khaim, I remind you that we expect you to be civil and respectful to the other folks who post on these boards. You can disagree, and discuss without insulting people.
 

Khaim said:
Yes, let's go back to making the wizard the only important member of the party.

Sheesh. In your games, does taking a level of Fighter automatically lobotomize you? D&D is high-magic; there's no reason why any random hero can't figure out what a magic sword does. Well, no reason except your fanboy love of wizards.

wow I touched a nerve, huh?

I just think it fits the roles- one guy spends his time with books, the other in the arena.

it makes the players feel special if everyone gets to shine in their own way outside of combat- the ftr can intimidate at the tavern, the rogue can sneak into the tavern at night etc.
 

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