Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Random magic item tables
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="James Gasik" data-source="post: 9524402" data-attributes="member: 6877472"><p>It doesn't help that not everyone can cast <em>identify</em> either. If you make players cast the spell (or my personal favorite alternative, <em>augury</em>), every time they think about attuning to or using a magic item, I foresee a lot of "unknown items" lurking in backpacks and not being used until the party gets downtime in a large town somewhere.</p><p></p><p>Then again, <em>remove curse</em> exists, which makes the process even sillier. "Cast a spell to know the thing is safe to use, or cast a spell to undo the effects of the curse" becomes trivial after awhile.</p><p></p><p>*Sure, you could make a magic item that can't have it's curse removed, but given that there are no viable alternatives, not to mention it's literally what the spell is for, it's just going to annoy the players even more, unless the juice is worth the squeeze, like an item that becomes more powerful once it's curse is overcome.</p><p></p><p>Of course, in my case, I seed magic items that I intend the party to use in rougher encounters, and it'd be pretty ridiculous to have a ring of acid resistance that nobody dares use until long after they fight the black dragon it was intended for.</p><p></p><p>Further, back in my AD&D days, any time someone found a magic item with unknown properties, there was always an annoying couple of encounters where you'd have the player saying "I hit AC 4 and deal 7 damage...plus or minus whatever properties this sword might have".</p><p></p><p>I've ruled that most magic items in my campaigns will identify themselves (with some noted exceptions), largely to do away with ad hoc systems like rolling Arcana checks and swinging items about while saying whatever nonsense the players think might be command words (think the scene in Spider Man "Up up and away web!"). The players have one that does require research as a downtime activity, but given that they don't know if it's worth it, as opposed to all the other things they could do, up to and including crafting their own items, it's been collecting dust for months of real world time now.</p></blockquote><p></p>
[QUOTE="James Gasik, post: 9524402, member: 6877472"] It doesn't help that not everyone can cast [I]identify[/I] either. If you make players cast the spell (or my personal favorite alternative, [I]augury[/I]), every time they think about attuning to or using a magic item, I foresee a lot of "unknown items" lurking in backpacks and not being used until the party gets downtime in a large town somewhere. Then again, [I]remove curse[/I] exists, which makes the process even sillier. "Cast a spell to know the thing is safe to use, or cast a spell to undo the effects of the curse" becomes trivial after awhile. *Sure, you could make a magic item that can't have it's curse removed, but given that there are no viable alternatives, not to mention it's literally what the spell is for, it's just going to annoy the players even more, unless the juice is worth the squeeze, like an item that becomes more powerful once it's curse is overcome. Of course, in my case, I seed magic items that I intend the party to use in rougher encounters, and it'd be pretty ridiculous to have a ring of acid resistance that nobody dares use until long after they fight the black dragon it was intended for. Further, back in my AD&D days, any time someone found a magic item with unknown properties, there was always an annoying couple of encounters where you'd have the player saying "I hit AC 4 and deal 7 damage...plus or minus whatever properties this sword might have". I've ruled that most magic items in my campaigns will identify themselves (with some noted exceptions), largely to do away with ad hoc systems like rolling Arcana checks and swinging items about while saying whatever nonsense the players think might be command words (think the scene in Spider Man "Up up and away web!"). The players have one that does require research as a downtime activity, but given that they don't know if it's worth it, as opposed to all the other things they could do, up to and including crafting their own items, it's been collecting dust for months of real world time now. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Random magic item tables
Top