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<blockquote data-quote="Majoru Oakheart" data-source="post: 6300717" data-attributes="member: 5143"><p>I think the main purpose Identify served(at least for our group in 2e) was to move the dealing with loot from a dungeon to the end instead of constantly interrupting the dungeon to deal with the loot you found.</p><p></p><p>So, if you found a magic ring of some sort, rather than risk it being cursed or randomly attempting to activating it hoping you could figure out its command word, we would put it in a sack and deal with it when we had enough spell slots to casts Identify on every item we found. Which generally meant when the dungeon was over and we could distribute loot.</p><p></p><p>When 4e came out and said you could identify one magic item each short rest, there was no longer a need for an Identify spell. However, it meant that there was a large discussion every time a magic item was found. Immediately everyone wanted to rest so they could know what the item was. Then, once the item was known, then began the discussion of who gets the item. Often, I'd have to ask "You guys are sitting around having this conversation right here? You pick up the sword and start saying 'I use long swords so I think I should use it', 'I use long swords too and mine is only +3, I could use a +4!'?"</p><p></p><p>I have a feeling that now that short rests are an hour, I'm still going to have to deal with groups immediately wanting to rest for an hour in the dungeon each time they pick up an item. I hate parties taking hour long rests in a dungeon. Then again, when I try to stop them the result is always the same:</p><p></p><p>"We rest for an hour in this room?"</p><p>"Really? Right here, there's a door on the opposite side and you don't even know who or what is beyond it."</p><p>"Yeah, we barricade it with the table in the room. We know what's behind us...everything is dead back there."</p><p>"Ok...fine, after 5 minutes, bashing begins at the door, they burst it inwards, roll for initiative."</p><p>"We kick their butts, just a bunch of Orcs...no big deal."</p><p>"Ok, you win the fight, what do you do now?"</p><p>"We go back to resting, we didn't finish identifying the item we found."</p><p>"Really? Again? You were attacked the last time."</p><p>"Yeah, but I assume everyone who was within earshot has already shown up, we should be fine now."</p><p>"About 10 minutes later, a patrol happens upon you. Roll for initiative."</p><p>"We beat them too, just some more Orcs."</p><p>"Sigh...I guess I shouldn't ask but what are you doing now?"</p><p>"We continue our rest of course..."</p><p></p><p>On an unrelated note, I can't remember which editions, but I think 2e and 3e both said that "some items can hide their true properties, even from an identify spell". Most cursed items said "This item appears to be X". I've never assumed that Identify could determine if a cursed item was cursed.</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 6300717, member: 5143"] I think the main purpose Identify served(at least for our group in 2e) was to move the dealing with loot from a dungeon to the end instead of constantly interrupting the dungeon to deal with the loot you found. So, if you found a magic ring of some sort, rather than risk it being cursed or randomly attempting to activating it hoping you could figure out its command word, we would put it in a sack and deal with it when we had enough spell slots to casts Identify on every item we found. Which generally meant when the dungeon was over and we could distribute loot. When 4e came out and said you could identify one magic item each short rest, there was no longer a need for an Identify spell. However, it meant that there was a large discussion every time a magic item was found. Immediately everyone wanted to rest so they could know what the item was. Then, once the item was known, then began the discussion of who gets the item. Often, I'd have to ask "You guys are sitting around having this conversation right here? You pick up the sword and start saying 'I use long swords so I think I should use it', 'I use long swords too and mine is only +3, I could use a +4!'?" I have a feeling that now that short rests are an hour, I'm still going to have to deal with groups immediately wanting to rest for an hour in the dungeon each time they pick up an item. I hate parties taking hour long rests in a dungeon. Then again, when I try to stop them the result is always the same: "We rest for an hour in this room?" "Really? Right here, there's a door on the opposite side and you don't even know who or what is beyond it." "Yeah, we barricade it with the table in the room. We know what's behind us...everything is dead back there." "Ok...fine, after 5 minutes, bashing begins at the door, they burst it inwards, roll for initiative." "We kick their butts, just a bunch of Orcs...no big deal." "Ok, you win the fight, what do you do now?" "We go back to resting, we didn't finish identifying the item we found." "Really? Again? You were attacked the last time." "Yeah, but I assume everyone who was within earshot has already shown up, we should be fine now." "About 10 minutes later, a patrol happens upon you. Roll for initiative." "We beat them too, just some more Orcs." "Sigh...I guess I shouldn't ask but what are you doing now?" "We continue our rest of course..." On an unrelated note, I can't remember which editions, but I think 2e and 3e both said that "some items can hide their true properties, even from an identify spell". Most cursed items said "This item appears to be X". I've never assumed that Identify could determine if a cursed item was cursed. [/QUOTE]
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