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<blockquote data-quote="abirdcall" data-source="post: 9524270" data-attributes="member: 6748898"><p>Yeah, but then you don't play 5e right?</p><p></p><p>These tables are for 5e. In 2e or earlier I would agree with you. It's just a nuisance now.</p><p></p><p>Identify requires that you have a 100gp pearl but it doesn't consume it on casting.</p><p></p><p>Cursed items are so rare as to be a 'gotcha'.</p><p></p><p>In "The Wandering Inn" series I love adventurers use poles to carefully put magic items into storage containers they can carry back with them. Some of the magic users can identify the weaker items but they mostly need to pay a lot to enchanters to find out what curses they have. I love that world building and it keeps magic mysterious. Also, magic items of lower quality interfere with other ones so there could be disastrous mishaps when trying to use too many items.</p><p></p><p>But that isn't what 5e is set up for. I either want to have curses be a regular thing with interesting methods of divining or just not have them. Having them be a nuisance that has no impact just isn't worth it.</p><p></p><p>And yeah items that are useful and have drawbacks are fun. And that is what the items are, sort of, in 5e but they also take away the player agency. People are just not going to have a good time with them.</p></blockquote><p></p>
[QUOTE="abirdcall, post: 9524270, member: 6748898"] Yeah, but then you don't play 5e right? These tables are for 5e. In 2e or earlier I would agree with you. It's just a nuisance now. Identify requires that you have a 100gp pearl but it doesn't consume it on casting. Cursed items are so rare as to be a 'gotcha'. In "The Wandering Inn" series I love adventurers use poles to carefully put magic items into storage containers they can carry back with them. Some of the magic users can identify the weaker items but they mostly need to pay a lot to enchanters to find out what curses they have. I love that world building and it keeps magic mysterious. Also, magic items of lower quality interfere with other ones so there could be disastrous mishaps when trying to use too many items. But that isn't what 5e is set up for. I either want to have curses be a regular thing with interesting methods of divining or just not have them. Having them be a nuisance that has no impact just isn't worth it. And yeah items that are useful and have drawbacks are fun. And that is what the items are, sort of, in 5e but they also take away the player agency. People are just not going to have a good time with them. [/QUOTE]
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