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Excerpt: You and Your Magic Items
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<blockquote data-quote="Orius" data-source="post: 4226566" data-attributes="member: 8863"><p>That's funny. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Anyway, back to the thread.</p><p></p><p>The rules themsleves look solid. The rules look like it says buying and selling magic items isn't terribly difficult, unless your DM says so. No problem there. I don't mind the players buying trinkets, but I wouldn't be giving them the chance to buy really powerful stuff. It also lets the players get rid of items they don't need. The items levels look ok too, it's somewhat of an improvement over the minor/medium/major categories of 3e, which itself improved on everything earlier where the DM pretty much had to guess how much of an impact the item would have in the campaign.</p><p></p><p> I don't really like the easy identifying rules myself, but the Arcana check shows promise. I don't think a fighter or barbarian or such should be able to easily id an item by just fondling it for a few minutes. They just don't have the sort of knowledge or training for that. That's why you have wizards who have studied magic, or bards who know a little bit of just about everything and so on. I also like a bit of mystery in the items too. Players usually like when they discover their weapon or something has powers they weren't aware of, and as the DM I enjoy slipping in the occasional cursed item to keep the players on their toes. The game can get boring if things are too predictable.</p><p></p><p> The rules for identifying items in earlier editions had their shortcomings too I suppose -- by the book, <em>identify</em> in the old days didn't tell you exactly what an item could do, it just gave a general idea as to its abilities. You needed <em>legend lore</em> for a full id. This was improved in 3.0 -- <em>identify</em> gave the most basic ability of the item. Even then, <em>identify</em> cost more than was necessary, a 100 gp material component and 8 hour casting time feels a bit over the top for a first level spell. This was toned down in 3.5, and full iding was allowed, but I think that was a bit too generous with powerful items, since it worked equally as well on a potion or scroll with a 1st level spell and a powerful major item worth 200k gp.</p><p></p><p>The Arcana check might be a good solution, if success depends on caster level and item level. So if a 5th level wizard should probably have little trouble at all iding a <em>+1 sword</em> (1st level, right?), have a normal chance to id that <em>+1 flaming sword</em>, have difficulty iding something about level 10 or so, and have little or no chance of iding something epic, I'll be happy with that. This way, a DM can put in a powerful mysterious artifact that won't be fully understood by the party, while minor magic is easily ided and disposed of if necessary.</p></blockquote><p></p>
[QUOTE="Orius, post: 4226566, member: 8863"] That's funny. :) Anyway, back to the thread. The rules themsleves look solid. The rules look like it says buying and selling magic items isn't terribly difficult, unless your DM says so. No problem there. I don't mind the players buying trinkets, but I wouldn't be giving them the chance to buy really powerful stuff. It also lets the players get rid of items they don't need. The items levels look ok too, it's somewhat of an improvement over the minor/medium/major categories of 3e, which itself improved on everything earlier where the DM pretty much had to guess how much of an impact the item would have in the campaign. I don't really like the easy identifying rules myself, but the Arcana check shows promise. I don't think a fighter or barbarian or such should be able to easily id an item by just fondling it for a few minutes. They just don't have the sort of knowledge or training for that. That's why you have wizards who have studied magic, or bards who know a little bit of just about everything and so on. I also like a bit of mystery in the items too. Players usually like when they discover their weapon or something has powers they weren't aware of, and as the DM I enjoy slipping in the occasional cursed item to keep the players on their toes. The game can get boring if things are too predictable. The rules for identifying items in earlier editions had their shortcomings too I suppose -- by the book, [i]identify[/i] in the old days didn't tell you exactly what an item could do, it just gave a general idea as to its abilities. You needed [i]legend lore[/i] for a full id. This was improved in 3.0 -- [i]identify[/i] gave the most basic ability of the item. Even then, [i]identify[/i] cost more than was necessary, a 100 gp material component and 8 hour casting time feels a bit over the top for a first level spell. This was toned down in 3.5, and full iding was allowed, but I think that was a bit too generous with powerful items, since it worked equally as well on a potion or scroll with a 1st level spell and a powerful major item worth 200k gp. The Arcana check might be a good solution, if success depends on caster level and item level. So if a 5th level wizard should probably have little trouble at all iding a [i]+1 sword[/i] (1st level, right?), have a normal chance to id that [i]+1 flaming sword[/i], have difficulty iding something about level 10 or so, and have little or no chance of iding something epic, I'll be happy with that. This way, a DM can put in a powerful mysterious artifact that won't be fully understood by the party, while minor magic is easily ided and disposed of if necessary. [/QUOTE]
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