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GM's - How do you handle identifying magical items?
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<blockquote data-quote="HarrisonF" data-source="post: 6660325" data-attributes="member: 58230"><p>A short rest to identify items is one of my favorite changes in this edition. I really hated going through the experimentation via RP. The first dozen times I did it over the years it was OK, now it just gets tedious. "Oh a magic sword, let's go through this checklist to find the magic properties"</p><p></p><p>The identify spell has a few advantages over the short rest testing approaching:</p><p></p><p>1. Curses. Short rest will get you hit with these every time, whereas identify may find some curses before they hit you.</p><p>2. Origin. The identify spell gives you a lot more info about the item, such as the neat origin you can rollup in the DMG. In certain cases this is useful to know.</p><p>3. All powers. In some unusual cases, the short rest may only give obvious powers and non-obvious ones only matter when they happen or identify happens.</p></blockquote><p></p>
[QUOTE="HarrisonF, post: 6660325, member: 58230"] A short rest to identify items is one of my favorite changes in this edition. I really hated going through the experimentation via RP. The first dozen times I did it over the years it was OK, now it just gets tedious. "Oh a magic sword, let's go through this checklist to find the magic properties" The identify spell has a few advantages over the short rest testing approaching: 1. Curses. Short rest will get you hit with these every time, whereas identify may find some curses before they hit you. 2. Origin. The identify spell gives you a lot more info about the item, such as the neat origin you can rollup in the DMG. In certain cases this is useful to know. 3. All powers. In some unusual cases, the short rest may only give obvious powers and non-obvious ones only matter when they happen or identify happens. [/QUOTE]
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GM's - How do you handle identifying magical items?
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