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<blockquote data-quote="Dreaddisease" data-source="post: 492423" data-attributes="member: 3548"><p>Identify... </p><p>Bad news. Our games are pretty much the identify it all unless it is an artifact type thing. The way to make magic items interesting is to make interesting magic items. A +1 dagger of returning ain't that exciting, and less exciting if you can't even use it. The reason we cradle our items and find it hard to go without them is because we use them. At 5th level the identifier gets a brief history of the item. At 10th level or with analyze dwoemer the identifier sees its whole history... as if imprinted into the item. Also weapons and armor have insignias from the craftsman/woman who made the item, which can prove quite difficult if you happen to pass through their lands with their weapons without their permission. This is where my bookkeeping nightmare starts... to add in the holding of an items power in the back of my mind really adds to that nightmare... one i'd rather not encounter. Also every item is very important. You meet a bunch of goblins swinging +1 short swords. Each sword is different or all the same. Their histories can lead you on a path you didn't plan on; maybe to return them (if you are a paladin or good character group) or they maybe particularly hard to sell because that prince who commisioned those items is very vengeful. </p><p></p><p>If I were to keep all this information from my players especially at 10+ level they might just drop it into their bags of holding and forget they have them all together. The coolness factor gone... </p><p></p><p>BTW, if you can't find someone who can identify the item by touch/sight (i.e. loremaster or high level bard) when you are at higher level then you might want to consider getting a cohort that can. </p><p></p><p>Wait.. where was I ?</p></blockquote><p></p>
[QUOTE="Dreaddisease, post: 492423, member: 3548"] Identify... Bad news. Our games are pretty much the identify it all unless it is an artifact type thing. The way to make magic items interesting is to make interesting magic items. A +1 dagger of returning ain't that exciting, and less exciting if you can't even use it. The reason we cradle our items and find it hard to go without them is because we use them. At 5th level the identifier gets a brief history of the item. At 10th level or with analyze dwoemer the identifier sees its whole history... as if imprinted into the item. Also weapons and armor have insignias from the craftsman/woman who made the item, which can prove quite difficult if you happen to pass through their lands with their weapons without their permission. This is where my bookkeeping nightmare starts... to add in the holding of an items power in the back of my mind really adds to that nightmare... one i'd rather not encounter. Also every item is very important. You meet a bunch of goblins swinging +1 short swords. Each sword is different or all the same. Their histories can lead you on a path you didn't plan on; maybe to return them (if you are a paladin or good character group) or they maybe particularly hard to sell because that prince who commisioned those items is very vengeful. If I were to keep all this information from my players especially at 10+ level they might just drop it into their bags of holding and forget they have them all together. The coolness factor gone... BTW, if you can't find someone who can identify the item by touch/sight (i.e. loremaster or high level bard) when you are at higher level then you might want to consider getting a cohort that can. Wait.. where was I ? [/QUOTE]
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