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Detecting Magic Items
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<blockquote data-quote="Lakoda" data-source="post: 4694727" data-attributes="member: 76039"><p>This is a great example of when, as a DM, you need to start "fudging" stuff. In most cases I would have run this exactly as you did, but since there was a real need for the Rogue to get this items (well, any really) I would have come up with a secondary way for the items to be discovered. Since such a thing isn't something you always due, the best way (in this case) would have been to just make it a gimmie so they detect the boots magic.</p><p></p><p>Alternatively, if you knew there was an important reason for the Rogue to find something magic (if you are away of the rogue's disparity in magic items, then so is the rogue) do something a little special, like have some random note or other item somehow reference the boots. Add some spice so that it feels special for who ever finds or ends up wearing the boots. Maybe have a note from the bugbears mother asking how he liked his new boots? I don't know, I'm just spitballing here, but it does accomplish two things. It makes the boots seem special and gives them reason to give them a second look as it makes the PCs less aware (in a metagaming sense) of notes, which are typically plot devices - now, not so much...it's flavor.</p><p></p><p>Another idea I've used in the past was to have surviving weak monsters try to grab important items from a dead (and more powerful) ally's body when they make a run for it. It gives the PCs reason to chance as well draws attention to the item.</p></blockquote><p></p>
[QUOTE="Lakoda, post: 4694727, member: 76039"] This is a great example of when, as a DM, you need to start "fudging" stuff. In most cases I would have run this exactly as you did, but since there was a real need for the Rogue to get this items (well, any really) I would have come up with a secondary way for the items to be discovered. Since such a thing isn't something you always due, the best way (in this case) would have been to just make it a gimmie so they detect the boots magic. Alternatively, if you knew there was an important reason for the Rogue to find something magic (if you are away of the rogue's disparity in magic items, then so is the rogue) do something a little special, like have some random note or other item somehow reference the boots. Add some spice so that it feels special for who ever finds or ends up wearing the boots. Maybe have a note from the bugbears mother asking how he liked his new boots? I don't know, I'm just spitballing here, but it does accomplish two things. It makes the boots seem special and gives them reason to give them a second look as it makes the PCs less aware (in a metagaming sense) of notes, which are typically plot devices - now, not so much...it's flavor. Another idea I've used in the past was to have surviving weak monsters try to grab important items from a dead (and more powerful) ally's body when they make a run for it. It gives the PCs reason to chance as well draws attention to the item. [/QUOTE]
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