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Detecting Magic Items
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<blockquote data-quote="AngryPurpleCyclops" data-source="post: 4697296" data-attributes="member: 82732"><p>truthfully he needs armor/defense more than the boots but I feel a little bad I rolled so poorly <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Considering we were worried about vacating the clearing and not getting killed by another encounter with no remaining dailies or encounter powers, it makes sense we missed something. I'm pretty sure we were all stoked to get a chance to get away from the war parties, find a remote place for a long rest and level up. While I hate knowing we left a magic item behind it makes a lot of sense with the hasty retreat we made. </p><p></p><p>No time, the strangler(that's no joke as far as monster go) had punished both the rogue and the cleric and the hag's shrieks/howls punished us all with a couple critical hits and repeatedly out maneuvering us and getting 2-4 of us in area attacks.</p><p></p><p>I disagree here. Even if that is the rule which I don't believe it is, it smacks of montyhaulism and would prefer to need to search for stuff. The current way we do things seems more than fair and the really painful thing about 3.5 and previous versions was identify and that's been pretty much erased. </p><p></p><p>This seems to be how we're doing it and it's a little like an unlimited number of detect magics per day but with a decent mechanic for not making them automatic. </p><p></p><p>Truthfully I think we (zerakon's players) prefer as little fudging as possible. No one cries if we die, we're trying not to die but the constant threat of death makes the game much more exciting. When I left the PC Sunday night I was stoked that no one died, and the 3 members who were level 4 made level 5. Great encounters, high excitement, great plot lines with numerous twists. </p><p></p><p>We're clearly going to give the rogue the statue so he'll get a magic item that works well with his skills, much like the incident at the "destroy the gnoll artifact in the throbbing temple" we fled because we were crippled and perceived that we might all die, it's almost good that we failed to find something because we made a hasty exit.</p><p></p><p>Good plot devices but we captured the only survivor, we gagged and bound him and fled the clearing so we could avoid the rest of the goblin army or gnoll war parties that are looking for us. There really isn't/wasn't much that could be done to help us find the boots with out cheese. It's not often i gaff the arcana rolls and it's better if skills sometimes let us down or else there's no point in the skill. </p><p></p><p>No fudging is good. </p><p></p><p>well i do now.. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Will be on the look out for that. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> truthfully I've been considering fast runner since we started 4e since that orc ran away from the battle at the base of the plateau with the temple carrying scroll tubes. I like that sometimes the magic items or best treasure runs away from us. That's real life. gritty dnd, nothing for free and we need to be crafty to succeed. </p><p></p><p>If it's critical to keeping the party on track or alive it can always reappear later as you said, but us losing out on a piece of treasure is just the other side of the coin for when we make a good play or get lucky and avoid the hivelord (and the slaughter that might have been). Perceiving nessa as the deceiver instead of verrimox... all part of the grey areas that make your campaigns so exciting and fulfilling.</p><p></p><p>That's good flavor too. Not relevant in this particular example but in general giving other pc's some sort of perception chance to notice something about a magic item increases our success rate without making us infallible. At the end of the day it's still my position that it's ok we failed.</p><p></p><p>more nice flavor. Sadly I only noticed him when he tried to close his garrote around my neck... thankfully being eladrin gives one get out of jail free per encounter and the words bugbear strangler and choke triggered me to deem that attack worthy of my shield spell and the next round I vacated the area with my fey step. He proceeded to throttle the rogue and then the cleric. Coupled with the hag and the other bugbear and the swarm of goblins we're pretty lucky to have escaped without anyone even going below zero.</p></blockquote><p></p>
[QUOTE="AngryPurpleCyclops, post: 4697296, member: 82732"] truthfully he needs armor/defense more than the boots but I feel a little bad I rolled so poorly ;) Considering we were worried about vacating the clearing and not getting killed by another encounter with no remaining dailies or encounter powers, it makes sense we missed something. I'm pretty sure we were all stoked to get a chance to get away from the war parties, find a remote place for a long rest and level up. While I hate knowing we left a magic item behind it makes a lot of sense with the hasty retreat we made. No time, the strangler(that's no joke as far as monster go) had punished both the rogue and the cleric and the hag's shrieks/howls punished us all with a couple critical hits and repeatedly out maneuvering us and getting 2-4 of us in area attacks. I disagree here. Even if that is the rule which I don't believe it is, it smacks of montyhaulism and would prefer to need to search for stuff. The current way we do things seems more than fair and the really painful thing about 3.5 and previous versions was identify and that's been pretty much erased. This seems to be how we're doing it and it's a little like an unlimited number of detect magics per day but with a decent mechanic for not making them automatic. Truthfully I think we (zerakon's players) prefer as little fudging as possible. No one cries if we die, we're trying not to die but the constant threat of death makes the game much more exciting. When I left the PC Sunday night I was stoked that no one died, and the 3 members who were level 4 made level 5. Great encounters, high excitement, great plot lines with numerous twists. We're clearly going to give the rogue the statue so he'll get a magic item that works well with his skills, much like the incident at the "destroy the gnoll artifact in the throbbing temple" we fled because we were crippled and perceived that we might all die, it's almost good that we failed to find something because we made a hasty exit. Good plot devices but we captured the only survivor, we gagged and bound him and fled the clearing so we could avoid the rest of the goblin army or gnoll war parties that are looking for us. There really isn't/wasn't much that could be done to help us find the boots with out cheese. It's not often i gaff the arcana rolls and it's better if skills sometimes let us down or else there's no point in the skill. No fudging is good. well i do now.. ;) Will be on the look out for that. ;) truthfully I've been considering fast runner since we started 4e since that orc ran away from the battle at the base of the plateau with the temple carrying scroll tubes. I like that sometimes the magic items or best treasure runs away from us. That's real life. gritty dnd, nothing for free and we need to be crafty to succeed. If it's critical to keeping the party on track or alive it can always reappear later as you said, but us losing out on a piece of treasure is just the other side of the coin for when we make a good play or get lucky and avoid the hivelord (and the slaughter that might have been). Perceiving nessa as the deceiver instead of verrimox... all part of the grey areas that make your campaigns so exciting and fulfilling. That's good flavor too. Not relevant in this particular example but in general giving other pc's some sort of perception chance to notice something about a magic item increases our success rate without making us infallible. At the end of the day it's still my position that it's ok we failed. more nice flavor. Sadly I only noticed him when he tried to close his garrote around my neck... thankfully being eladrin gives one get out of jail free per encounter and the words bugbear strangler and choke triggered me to deem that attack worthy of my shield spell and the next round I vacated the area with my fey step. He proceeded to throttle the rogue and then the cleric. Coupled with the hag and the other bugbear and the swarm of goblins we're pretty lucky to have escaped without anyone even going below zero. [/QUOTE]
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