Viking Bastard
Adventurer
It's an Arcana roll. If it fails, they have to investigate.
Again, I don't want to force the surprise (good or bad) on the players. I want it to be a case where they have the option of digging deeper if they want. It should come at a cost, though, and not be reasonably routine. So, two or three degrees of tests.Wanting cursed items is separate from identifying magic items. Part of the curse is that it seems like something else.
If you want a surprise flaming sword, then there shouldn't be any means of identifying it . . . because then the surprise goes away.
How about "If it fails by ten, something bad happens"?It's an Arcana roll. If it fails, they have to investigate.
How about "If it fails by ten, something bad happens"?![]()
Reading through this thread, I realized that one of the biggest reasons I like the idea of experimentation is because I like the idea of including the occasional cursed item in treasure, and I don't like a routine procedure to make that go away. At the same time, I don't like the idea of screwing the players by fiat.
And I'd really like to see items with drawbacks return to the game. Not necessarily "cursed" items, but items that provide some sort of detriment in return for it's power.