Majoru Oakheart
Adventurer
Exactly. It is about getting rid of the boring parts: "I look in the bag, is it bigger on the inside?", "Does it have a command word written on it anywhere?", "A horn? I blow it! Does anything happen?" until the party has managed to bury themselves in a pile of rubble and fireball themselves with that wand that had a command word on it. Causing the session to become about digging themselves out, then heading back to town to heal up and find a way to excavate the dungeon they just collapsed.GoodKingJayIII said:I'm not saying this kind of situation can never be used to roleplay, just that it hasn't worked in my experience. It's not usually interesting for the player (who just wants to know what the item does), it's not that interesting for the other players (who want the opportunity to know what their items do) and it's not that interesting for me (who wants to get to the meatier encounters, roleplaying or otherwise, that are fun for everyone).
It looks like this rule got changed slightly from the copy I've seen, however. I liked the original rule better: "When you pick up an item you know what it does." Mostly because it invoked the idea that part of the property of magic items was bestowing their wielder with the knowledge of their use. It also avoids a situation I see happening now: "We have 10 magic items? Time to rest for 50 minutes to identify them all." Which just needlessly slows down the game for no reason.