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Identifying Magic Items (Comments and Suggestions welcome again)

IndyPendant

First Post
I got some good feedback on my Clerics and Healing post, so I'm back with another optional rule I'm going to implement. Please tell me what you think (good or bad), and offer suggestions. Again, the only thing I ask is that you say why you like or dislike it, and what you might change. In particular, suggestions for the DCs are welcome.
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"I’m going to take a page out of just about every single computer game ever developed, and use skills for identifying items on the fly. It seems cumbersome and silly to me to have to cast ID on, or bring to a vendor, every single flask of liquid, ring, and sword you come across before you can use it. Therefore, certain skills will be used to identify items (though spells can still be used when the skills fail):

The spell Read Magic is still needed to read scrolls.
Alchemy for potions, powders, and other alchemical items.
Knowledge (Martial) for weapons and armour.
Knowledge (Arcana) for pretty much everything else (except scrolls).
Bardic Lore can be used to identify anything and everything (except scrolls), and stacks with any of the above skills (though the Int mod is only applied once).

I have yet to decide on the DC for identifying these items; I know that I don’t like the ones already listed under Alchemy though. I will likely come up with some simple rule, like a flat base plus the level needed to make the item, but we’ll see. You will only get one chance per item, however, and thus you cannot Take 20 when identifying items (though you can take 10 if you’re not in a stressful or distracting situation)."

Edit: Forgot about Knowledge (Martial): "Knowledge (Martial) is a new skill that basically covers lore on weapons, armour, and military strategy and tactics. It is a class skill for Barbarians, Paladins, Rangers, Fighters, Bards, and Wizards."
 
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I think this is certainly a solid idea. I already use the alchemy skill as a means of identifying potions and substances. I just determine a DC on the fly based on how unusual or complex it is. The PC can take 10 on their roll (but not 20), and they don't get any retries.

Because I run low-magic campaigns, there aren't really +1 swords lying about (every magic weapon should have some history and specific functions). It might be appropriate for someone to use Bardic knowledge or specific knowledge skills depending on how "famous" the item is, but they might have to take it to someone who is able to identify it or use an identify spell.
 

Skills to identify items

I allow characters in my campaign to use various knowledge skills to identify magical items and effects. Knowledge Arcane/Religion/Nature depending on what type of item it is, with arcane applying to both religion and nature type items as well but with a higher DC.

Also, the DC is set by how common the item is and how powerful.

Typical DC list:
Potions/Wands DC 10
Wondrous Item DC 10
Less then +3 magic weapon/armor (no effects) DC 10
Rods/Staffs DC 15
+4 or greater magic weapon/armor (no effects) DC 20
Magical effect on weapon/armor DC 20
Rings DC 20

Modifiers:
Common +0
Uncommon +5
Rare +10
Unique +15
Arcane used for Religous or Druidic Item +10
Specialist -10 (enchanted from a school you specialized in)
Special Knowledge -5/-10 (includes things like seeing it used and/or being related to you character background/race)

They can take 20 on this roll, but only if they have access to a library, book or similar research material.

I have then roll once for the item when they first pick it up. If they make the DC then they recognizes the type of enchantment/effect of the item. But not necessarily how to use it (command words etc)

If they beat the DC by 5 they understand if there are any command-words/restrictions on the item.

If they beat the DC by 10 they have figured out how to use the item, and who made it (Master Smith Fredrick/Elves/etc). What the command-words are, etc.
 

Personally, I just house rule that the spell Identify identifies ever magical aspect of an item. This way I don't have to keep track of every single item, and if the PCs want to try to find a pearl worth 100g and spend the 8 hours, I just let the person casting identify to know what it is.

My first experience with DnD was through Baulder Gate, and prety much thats what the spell did for me in that game.

I don't do this on Artifcat level items though...
 
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