conankeep
Explorer
Disclaimer: If you are wondering why such a trivial question produced such a large thread. Here is the "bottom line" I've got from it.
Magic item identification in B/X was never intuitive for me as a DM but I can deal with the majority of common magic items, the potions however is something that always bothered me.
So now I'm prepping a module that has some neutralize poison potions available as loot in one of the starting rooms.
And the potions are put there for a good reason, there are plenty of poison effects and monsters in the module.
However I'm thinking to myself if the players will even ever use it?
While some potions have a profound effect that can be easily understood from a sip, how do you understand a potion is an antidote?
I guess if one of the players got poisoned and knew it's goodbye they could start chugging unidentified potions out of desperation but still it isn't very likely.
And while we are at it, how are players supposed figure out via experimentation a potion gave them powers to control undead for example? Basically impossible unless players know the list of magic items in the game and have prepared for each occasion, which is metagaming.
Another thing that bothers me is that magic potions especially like those ones most certainly SHOULD be labeled by whoever intended to use them.
At this point I'm so annoyed at this room, I'm thinking of labeling the potions, and putting them in a more logical place as well (not hidden).
Am I overreacting? Should I just trust players to figure it out?
How do you handle unidentified potions in your games with no identify spell?
Magic item identification in B/X was never intuitive for me as a DM but I can deal with the majority of common magic items, the potions however is something that always bothered me.
So now I'm prepping a module that has some neutralize poison potions available as loot in one of the starting rooms.
And the potions are put there for a good reason, there are plenty of poison effects and monsters in the module.
However I'm thinking to myself if the players will even ever use it?
While some potions have a profound effect that can be easily understood from a sip, how do you understand a potion is an antidote?
I guess if one of the players got poisoned and knew it's goodbye they could start chugging unidentified potions out of desperation but still it isn't very likely.
And while we are at it, how are players supposed figure out via experimentation a potion gave them powers to control undead for example? Basically impossible unless players know the list of magic items in the game and have prepared for each occasion, which is metagaming.
Another thing that bothers me is that magic potions especially like those ones most certainly SHOULD be labeled by whoever intended to use them.
At this point I'm so annoyed at this room, I'm thinking of labeling the potions, and putting them in a more logical place as well (not hidden).
Am I overreacting? Should I just trust players to figure it out?
How do you handle unidentified potions in your games with no identify spell?
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