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General Tabletop Discussion
*Pathfinder & Starfinder
Identifying Magic Items
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<blockquote data-quote="Crazy Jerome" data-source="post: 5830507" data-attributes="member: 54877"><p>Do the "experiment" route too much, and it isn't magical anymore, either. Plus, if you are playing in a campaign with lots of low-level magic (potions of healing, +1 swords, etc.) then people ought to have an easier time identifying the common stuff.</p><p> </p><p>So I prefer that "experiments" be kept to a low roar, and mainly reserved for magic that is more interesting--though it can also include ongoing spell effects, portals, and such things, not just "items".</p><p> </p><p>Also, it is a pain in the behind when you force "experimentation" on everything, and someone finds a weapon with an unknown plus. They don't even know what their total is, now! They way they are going to find out is make you tell them if they hit or miss until they happen to roll close and narrow it down. So why not just hand out that information the first time they swing in earnest? </p><p> </p><p>I really like the Arcana Evolved take on this, with the <em>object lore</em> and related spells and skills. If the item is pretty cookie-cutter and mundane, the players can easily ferret out what it does. However, if the item is more interesting, even <em>identify</em> may not suffice. Yet now you have the magic to dig out information about it and/or track down someone who has used it, or even made it.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5830507, member: 54877"] Do the "experiment" route too much, and it isn't magical anymore, either. Plus, if you are playing in a campaign with lots of low-level magic (potions of healing, +1 swords, etc.) then people ought to have an easier time identifying the common stuff. So I prefer that "experiments" be kept to a low roar, and mainly reserved for magic that is more interesting--though it can also include ongoing spell effects, portals, and such things, not just "items". Also, it is a pain in the behind when you force "experimentation" on everything, and someone finds a weapon with an unknown plus. They don't even know what their total is, now! They way they are going to find out is make you tell them if they hit or miss until they happen to roll close and narrow it down. So why not just hand out that information the first time they swing in earnest? I really like the Arcana Evolved take on this, with the [I]object lore[/I] and related spells and skills. If the item is pretty cookie-cutter and mundane, the players can easily ferret out what it does. However, if the item is more interesting, even [I]identify[/I] may not suffice. Yet now you have the magic to dig out information about it and/or track down someone who has used it, or even made it. [/QUOTE]
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