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How powerful do you make Identify?
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<blockquote data-quote="Ath'kethin" data-source="post: 7165302" data-attributes="member: 6798775"><p>My thought: everything you did was fine to great.</p><p></p><p>Some players feel that it's unfair if things exist in a campaign that they can't replicate. I think they're free to feel that way, but I also feel that treating the books as an itemized list of what is possible limits the game so much there would be almost no point in playing it. </p><p></p><p>You are the DM. D&D is a game of make believe with guidelines. Making stuff up is what it's all about. </p><p></p><p>Now, I agree that <em>identify</em> is an incredibly powerful/useful spell. It always has been, even though in the non-WotC era of D&D it wasn't quite as potent as it is now. It's power is mitigated a little by the fact that a character has to touch the object in question to use the spell, which makes it a bit less useful for finding traps (for example). You could dance around that one by having magical traps set off by the casting of the spell; after all, any archmage or cleric or whatever powerful enough to create a magical trap would know about <em>identify</em>.</p><p></p><p>You touched on this issue in your post; no archmage is going to want their tricks fouled by a 1st level spell. As such, it would be wise of them to create an effect that has no command word to activate or counter. And if you want to see closer to PHB standards, perhaps the binding of the object (turning it to stone) required the cooperation of multiple wizards. Or multiple different types of spellcasters. Or a wizard and a fiend. Maybe it required the assistance of an angel and a demon, working together - who laid even greater enchantments on the object, to mask their involvement for fear of reprisal from their masters.</p><p></p><p>Keep making stuff up. It's what the game is about.</p></blockquote><p></p>
[QUOTE="Ath'kethin, post: 7165302, member: 6798775"] My thought: everything you did was fine to great. Some players feel that it's unfair if things exist in a campaign that they can't replicate. I think they're free to feel that way, but I also feel that treating the books as an itemized list of what is possible limits the game so much there would be almost no point in playing it. You are the DM. D&D is a game of make believe with guidelines. Making stuff up is what it's all about. Now, I agree that [I]identify[/I] is an incredibly powerful/useful spell. It always has been, even though in the non-WotC era of D&D it wasn't quite as potent as it is now. It's power is mitigated a little by the fact that a character has to touch the object in question to use the spell, which makes it a bit less useful for finding traps (for example). You could dance around that one by having magical traps set off by the casting of the spell; after all, any archmage or cleric or whatever powerful enough to create a magical trap would know about [I]identify[/I]. You touched on this issue in your post; no archmage is going to want their tricks fouled by a 1st level spell. As such, it would be wise of them to create an effect that has no command word to activate or counter. And if you want to see closer to PHB standards, perhaps the binding of the object (turning it to stone) required the cooperation of multiple wizards. Or multiple different types of spellcasters. Or a wizard and a fiend. Maybe it required the assistance of an angel and a demon, working together - who laid even greater enchantments on the object, to mask their involvement for fear of reprisal from their masters. Keep making stuff up. It's what the game is about. [/QUOTE]
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