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<blockquote data-quote="James Gasik" data-source="post: 9525259" data-attributes="member: 6877472"><p>Again, why I like to use <em>augury </em>before attuning to or using an item. If the result comes up "weal" or "weal and woe", it stays in the backpack until we can properly research it. Or get someone to cast <em>legend lore</em>. </p><p></p><p>To me, magic items are rewards. The hoops to jump through is earning them (again, to me), not using a Geiger counter to make sure they aren't radioactive. </p><p></p><p>I mean, in the hands of a malicious DM, anything can be a trap to the unwary, to the point that, if you demanded they cast spells and thoroughly search every square inch of the game, they would, and things would become quite tedious.</p><p></p><p>You could have a random doorknob have contact poison smeared on it. A squirrel could be a <em>polymorphed</em> dragon. Everything could be a Mimic! And so on, and so forth. I don't find making my players paranoid to be a lot of fun. I generally assume their characters are being prudent when in dangerous situations, even if their players aren't saying "I'm checking for traps with an 11' pole before we move 5' forward". I cut my teeth and that style of play and it wasn't for me.</p><p></p><p>If it is for you, that's fine! But I probably wouldn't enjoy the same kinds of games you do.</p></blockquote><p></p>
[QUOTE="James Gasik, post: 9525259, member: 6877472"] Again, why I like to use [I]augury [/I]before attuning to or using an item. If the result comes up "weal" or "weal and woe", it stays in the backpack until we can properly research it. Or get someone to cast [I]legend lore[/I]. To me, magic items are rewards. The hoops to jump through is earning them (again, to me), not using a Geiger counter to make sure they aren't radioactive. I mean, in the hands of a malicious DM, anything can be a trap to the unwary, to the point that, if you demanded they cast spells and thoroughly search every square inch of the game, they would, and things would become quite tedious. You could have a random doorknob have contact poison smeared on it. A squirrel could be a [I]polymorphed[/I] dragon. Everything could be a Mimic! And so on, and so forth. I don't find making my players paranoid to be a lot of fun. I generally assume their characters are being prudent when in dangerous situations, even if their players aren't saying "I'm checking for traps with an 11' pole before we move 5' forward". I cut my teeth and that style of play and it wasn't for me. If it is for you, that's fine! But I probably wouldn't enjoy the same kinds of games you do. [/QUOTE]
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