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General Tabletop Discussion
*Dungeons & Dragons
Magic items and identify
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<blockquote data-quote="Saeviomagy" data-source="post: 6764163" data-attributes="member: 5890"><p>Identification of simple things like +1 bonus, I do almost immediately. It's just a pain for me to remember that bob has a +1 sword and so I need to add +1 to hit and damage on all his rolls.</p><p></p><p>The fact that one can attune to an item I tend to tell a player immediately: depending on the item, they'll get a feeling that they need to feed it something of themselves, or allow it to be closer to them or whatever. Some items that might not be the case (especially if the item has an unattuned benefit as well as an attuned one).</p><p></p><p>Potions may or may not be identified by what's written on their bottle, what effect they have when drunk/fed to bugs/sniffed/cooked or by what they look like.</p><p></p><p>Other items may or may not work depending on what it takes to activate them and what they do. A bag of holding needs no identification to make it work for instance, but you won't know it's limitations until you hit or exceed them. A wand won't work unless you know it's command word... but you may have heard it's previous owner use it, in which case go ahead!</p><p></p><p>The main benefit of the identify spell is that it tells you everything about the item in question. You get what it does, limitations like weight limits or uses, how many charges it regenerates, how many charges it has etc etc. I give you the entry in the DMG, plus any modifications I've made.</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 6764163, member: 5890"] Identification of simple things like +1 bonus, I do almost immediately. It's just a pain for me to remember that bob has a +1 sword and so I need to add +1 to hit and damage on all his rolls. The fact that one can attune to an item I tend to tell a player immediately: depending on the item, they'll get a feeling that they need to feed it something of themselves, or allow it to be closer to them or whatever. Some items that might not be the case (especially if the item has an unattuned benefit as well as an attuned one). Potions may or may not be identified by what's written on their bottle, what effect they have when drunk/fed to bugs/sniffed/cooked or by what they look like. Other items may or may not work depending on what it takes to activate them and what they do. A bag of holding needs no identification to make it work for instance, but you won't know it's limitations until you hit or exceed them. A wand won't work unless you know it's command word... but you may have heard it's previous owner use it, in which case go ahead! The main benefit of the identify spell is that it tells you everything about the item in question. You get what it does, limitations like weight limits or uses, how many charges it regenerates, how many charges it has etc etc. I give you the entry in the DMG, plus any modifications I've made. [/QUOTE]
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