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Identifying Magic Items
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<blockquote data-quote="Tortoise" data-source="post: 5830491" data-attributes="member: 146"><p>The house rule I use in my B/X style campaign is as follows: (copied/pasted from my blog)</p><p></p><p>Identifying magic items (not potions). (this rule was created on the go during play and will be discussed in detail in a future blog post).</p><p>This is done by the use of a lengthy and dangerous ritual that all arcane casters know how to perform. The ritual takes 8 hours and leaves the caster so physically and mentally drained that immediately afterward another 8 hours of uninterrupted rest is required. If the required rest is not completed, a save vs paralysis is required with failure indicating collapse of the caster into a coma for 6d4 hours.</p><p>At the time of the ritual the caster must succeed on a save vs spells to know what the item can do. Failure gains no knowledge. A roll of natural 1 on the saving throw results in the caster immediately falling into a coma as above. The caster may only try to identify one item at a time. </p><p></p><p>PC's may also experiment with items.</p><p></p><p>In that style game there are 5 save categories, compared with 3.x and 4e which had different save mechanisms and would need a different method.</p><p></p><p>The B/X - LL game lacks an identify spell so the "ritual" above was thrown together in play to facilitate the on-the-spot situation. It worked and appealed to player sensibilities so it was kept. Since the saves improve as the caster levels it reflects increasing competence.</p><p></p><p>If at some point I develope a bard class for the game then they may have a form of Legend Lore.</p><p></p><p>There are a ton of different approaches that could be used for the identification of magic items. Finding what works for the group and system is what is important.</p><p></p><p>I would like to see something similar or at least flavorful and interesting done with 5e. I consider identify a form of divination and would like to see all major divinations be rituals. Minor ones still work better as spells.</p></blockquote><p></p>
[QUOTE="Tortoise, post: 5830491, member: 146"] The house rule I use in my B/X style campaign is as follows: (copied/pasted from my blog) Identifying magic items (not potions). (this rule was created on the go during play and will be discussed in detail in a future blog post). This is done by the use of a lengthy and dangerous ritual that all arcane casters know how to perform. The ritual takes 8 hours and leaves the caster so physically and mentally drained that immediately afterward another 8 hours of uninterrupted rest is required. If the required rest is not completed, a save vs paralysis is required with failure indicating collapse of the caster into a coma for 6d4 hours. At the time of the ritual the caster must succeed on a save vs spells to know what the item can do. Failure gains no knowledge. A roll of natural 1 on the saving throw results in the caster immediately falling into a coma as above. The caster may only try to identify one item at a time. PC's may also experiment with items. In that style game there are 5 save categories, compared with 3.x and 4e which had different save mechanisms and would need a different method. The B/X - LL game lacks an identify spell so the "ritual" above was thrown together in play to facilitate the on-the-spot situation. It worked and appealed to player sensibilities so it was kept. Since the saves improve as the caster levels it reflects increasing competence. If at some point I develope a bard class for the game then they may have a form of Legend Lore. There are a ton of different approaches that could be used for the identification of magic items. Finding what works for the group and system is what is important. I would like to see something similar or at least flavorful and interesting done with 5e. I consider identify a form of divination and would like to see all major divinations be rituals. Minor ones still work better as spells. [/QUOTE]
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