Identify

How do you treat identifying items?

  • Just as it says in the book

    Votes: 58 43.9%
  • Like above, but the party has a special Item that helps.

    Votes: 3 2.3%
  • I made it easier than in the books.

    Votes: 69 52.3%
  • It's even harder than in the books, IMC.

    Votes: 2 1.5%

I've changed the identify, to only identify a single item, but it tells you everything. Although at the moment my campaign is tending slightly more towards hack. I'm trying to run my group through the Sunless Citadel, Forge of Fury ect. and finish them all before Christmas! We're on Heart of Nightfang Spire. Beware the 4th level Frenzied Beserker!

Delgar
 

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mkletch said:
In over 21 years of gaming, I have yet to find a 'pull it out of your rear' DM that could even approach one that worked by notes. It only ever has a chance of working if the players are equally scatterbrained. If you have a player that keeps good notes/journal, they will catch you, over and over and over again. After then 10th time (sometimes even earlier), the DM looks like a fool. The players have to always tell him the NPCs names! I've seen it a dozen times, with different levels of gamers, in different parts of the US. The story is the same, every time.

That's a pity that you've had such bad luck. I've yet to see a 'if it's not in the book, it can't be done' DM that could handle creative players in my 23 years of playing. That doesn't make me any more correct than you, of course. If you have feel that it's a better game for you, then go for it. DMs who've prepared the rat maze for their players get that 'deer in the headlights' look when the characters pull a rabbit out of their hat, time and time again.

Personally, I think there's a big difference between loosely planning around the powers of 18th level characters and 'pulling it out of your rear', but that's my opinion. If you're talking about DMs with absolutely no preparation whatsoever, that's one thing. But DMs who don't have every little nit picked? Can't say as I agree. I can certainly see where it work for some player/DM combos...but I wouldn't want to play that way with my group.
 
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I think people are confusing "DMs with detailed notes" with "DMs that can't react spontaneously". Just because a DM keeps notes doesn't mean he breaks down the instant some players tries to do something he's not prepared for or that's not in the rules.

IceBear
 

IceBear said:
I think people are confusing "DMs with detailed notes" with "DMs that can't react spontaneously". Just because a DM keeps notes doesn't mean he breaks down the instant some players tries to do something he's not prepared for or that's not in the rules.

IceBear

Understood. My point was merely that the converse is also true: "DMs who don't keep extensive notes and don't massively preplan" is not the same thing as "scatterbrained fool that can't remember his NPC's names".

Either extreme can make for a poor game.
 


I'll agree with both IceBear and WizarDru at this point. To complete my thought, I guess my problem is/was with DMs that do either run with little/no preparation, but fail to take notes of what they do. When the name of the bartender changes every week at the same tavern (and simply because he forgot), that is weak. Any DM has to have the ability to react to whatever happens. Triple natural 20 on the BBEG? Well, you've just got to roll with that one (pun intended). ;)

So how does this tie to identify? For me, it is a question of what a 1st level spell should or should not do. Apparently, Baldur's Gate had a profound impact on a lot of people in this regard, despite the fact that 3E is very different. But play styles will vary, and that's not necessarily a bad thing. As much as this thread has gone back and forth, we have to remember that this is a utility spell, not a combat spell.

-Fletch!
 

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