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General Tabletop Discussion
*Pathfinder & Starfinder
Identifying Magic Items
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<blockquote data-quote="Mercule" data-source="post: 5831644" data-attributes="member: 5100"><p>Again, I don't want to <u>force</u> 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.</p><p></p><p>The 1e expensive and time consuming method is too much for most items. The 4e fiat method makes inclusion of special items feel like a "gotcha". Give me a bit of both and put some guidelines around it so the players have a working idea of how not to get shafted. </p><p></p><p>Maybe this is one of those areas that is begging for modularization. Core rules include only beneficial items and (maybe) minor, easily avoided curses. The only means of identification available to the PCs is the 4e fiat method. A module, maybe even something in the DMG, adds more traditional cursed items, intelligent weapons/items, artifacts and some extra rules for identifying these.</p><p></p><p>My end goal would be to bypass most of the routine (boring) testing while keeping the possibility of mystery.</p></blockquote><p></p>
[QUOTE="Mercule, post: 5831644, member: 5100"] Again, I don't want to [u]force[/u] 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. The 1e expensive and time consuming method is too much for most items. The 4e fiat method makes inclusion of special items feel like a "gotcha". Give me a bit of both and put some guidelines around it so the players have a working idea of how not to get shafted. Maybe this is one of those areas that is begging for modularization. Core rules include only beneficial items and (maybe) minor, easily avoided curses. The only means of identification available to the PCs is the 4e fiat method. A module, maybe even something in the DMG, adds more traditional cursed items, intelligent weapons/items, artifacts and some extra rules for identifying these. My end goal would be to bypass most of the routine (boring) testing while keeping the possibility of mystery. [/QUOTE]
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