Unusual magic as rationale for DM fiat (AKA fudging), in a deliberately inconsistent manner, is one I had not considered before.
Isn't it basically the reason wish and divination spells are (sometimes) fun?
Unusual magic as rationale for DM fiat (AKA fudging), in a deliberately inconsistent manner, is one I had not considered before.
I think we are both saying the same thing.![]()
Isn't it basically the reason wish and divination spells are (sometimes) fun?
I've never seen much of the appeal of identifying magic items. I'd much rather have characters just be able to quickly ascertain the capabilities of an item without even needing anything like an identify spell. Overly drawn out identification is just a chore. If you want magic items to be "magical", "mysterious", "wonderous", or whatever, then complex identification is not the way. After all, as [MENTION=2804]Dragonblade[/MENTION] said, it just turns into a tedious algorithm, and once that algorithm is complete the "mystery" is all gone.
Honestly, if you want a system where magic items slowly reveal their full potential, it would be better to use a system where magic items are have genuinely complexity and depth, rather than using a system of obscuring their shallowness with identification mechanics. I'd much rather see a flaming sword that has ever-greater levels of power that can be tapped by a skilled and creative wielder than see players play a silly minigame to figure out how to get the flaming sword to ignite in the first place.
More long lasting and fulfilling sense of wonder comes through getting away from magic as an algorithm to solve. Have items slowly reveal ever more mysterious and powerful abilities that go beyond simple discrete bonuses. Abilities revealed by the DM at dramatically appropriate moments. For true sense of wonder you need to get away from magic as physics that can be proven via experimentation and the scientific method.![]()
I remember in 1e, we found a magic ring.
The party ranger put it on, then tried bossing us around (nothin'), stuck his hand in a flame (ow!), then in some ice (brr), tried to look through a wall (no luck), tried to fly (nope) and then jumped off a chair (aha, a ring of feather falling!).
That was fun- fun enough that I remember it, even 28 years later, even though I was the wizard watching, not the ranger experimenting. I'd like to see that kind of thing return.
In character as Lanefan I wrote that document for our games:In my old 1e games, we got so tired of having to experiment with a hundred different things that all the players literally got together, wrote a multi-page document carefully detailing every possible thing we could try with every item we find. Then we just went through it like a checklist with every item.