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Identifying Magic Items
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<blockquote data-quote="Crazy Jerome" data-source="post: 5830594" data-attributes="member: 54877"><p>Mainly, my point is that this kind of thing doesn't scale well with number of items (and number of players, either, though mainly because that will tend to increase the number of items). </p><p> </p><p>When you are playing, say, BECMI with approximately five 3rd level characters, that kind of thing can work great. I just need to remember that the fighter has that sword, and the dwarf has a shield that glows in the presence of orcs, and so forth. </p><p> </p><p>OTOH, when I'm playing something like 3E with seven 9th level characters, after the first 100 or so experiments, we are well into the "DM of the Rings" bits, where Aragorns' player is wanting to just ... get ... on ... with it. (Meanwhile, Legolas' players is still milking it for all its worth. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" />) Worse, because I'm pushing the party and making things tense, they don't have time to identify all this stuff. So now I'm supposed to either let off on the tension, or remember 20 item properties they don't know about yet?</p><p> </p><p>I have run a 3E campaign with the rule that every player could track which items they had identified, and could automatically identify anything that was substantially the same (e.g. potions of healing made with current timeline formulas, but not ancient ones.) For a resource heavy, exploration/operational style game, that can be a lot of fun. It takes a few minutes to go down the list when the party finds a big treasure, but they quickly key in on the list of things that that they don't know, <strong>which are automatically then more interesting</strong>. </p><p> </p><p>I'd like a little more help from the system than that kind of house rule and book keeping to zeroing in on the interesting stuff--without being forced to do what I've done in other games, which is have very little magic at all. That's fun too, but I don't want that every game.</p><p> </p><p>I guess, when it comes to stuff like this, don't build in assumptions that the magic item mix will be a set amount, and that the party will always have 4 or 5 players.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5830594, member: 54877"] Mainly, my point is that this kind of thing doesn't scale well with number of items (and number of players, either, though mainly because that will tend to increase the number of items). When you are playing, say, BECMI with approximately five 3rd level characters, that kind of thing can work great. I just need to remember that the fighter has that sword, and the dwarf has a shield that glows in the presence of orcs, and so forth. OTOH, when I'm playing something like 3E with seven 9th level characters, after the first 100 or so experiments, we are well into the "DM of the Rings" bits, where Aragorns' player is wanting to just ... get ... on ... with it. (Meanwhile, Legolas' players is still milking it for all its worth. :p) Worse, because I'm pushing the party and making things tense, they don't have time to identify all this stuff. So now I'm supposed to either let off on the tension, or remember 20 item properties they don't know about yet? I have run a 3E campaign with the rule that every player could track which items they had identified, and could automatically identify anything that was substantially the same (e.g. potions of healing made with current timeline formulas, but not ancient ones.) For a resource heavy, exploration/operational style game, that can be a lot of fun. It takes a few minutes to go down the list when the party finds a big treasure, but they quickly key in on the list of things that that they don't know, [B]which are automatically then more interesting[/B]. I'd like a little more help from the system than that kind of house rule and book keeping to zeroing in on the interesting stuff--without being forced to do what I've done in other games, which is have very little magic at all. That's fun too, but I don't want that every game. I guess, when it comes to stuff like this, don't build in assumptions that the magic item mix will be a set amount, and that the party will always have 4 or 5 players. [/QUOTE]
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