vic20
Fool
Need???
Who says the treasure tables in the DMG are "perfectly balanced" in any way?
Nobody that I can see. Not sure what the quote marks are for...
Need???
Who says the treasure tables in the DMG are "perfectly balanced" in any way?
Free identification is a crap idea, because it doesn't contain the all-important "unless the DM says otherwise" clause.
<snip>
The idea was good, but the rule is horribly sloppy.
Actually, it does contain that clause. The second paragraph under the heading 'Identifying Magic Items' on page 223 of the PHB states:
"Some magic items might be a bit harder to identify, such as cursed or nonstandard items, or powerful magical artifacts. Your DM might ask for an Arcana check to determine their properties, or you might even need to go on a special quest to find a ritual to identify or to unlock the powers of a unique item."
Exactly.Yup and when the DM does that, the players say "an arcana check, hey guys, this might be cursed".
It's a terrible rule. It's a gamist rule.
Hey guys, we are playing a game, so we get to know everything. Bah. That's how computer games work.
Yeah, but it would be nice if real DMs didn't have to fix the PHBs inane mistakes all the time.All of these problems with free identification can be mitigated by a DM who's not actually ten house cats standing on top of each other and wearing a trench coat.
No.However, I'm confused why you want to add a ritual to require identification that you have basically admitted would be annoyance for the vast majority of items, so that you can circumvent a restriction that has been pointed out has already been accounted for, so that players can't point out that the rules say something differently.
You want to ignore a rule to prevent players from pointing out that you are ignoring a rule? Isn't there a certain irony here?
The DM certainly has the power to make thees changes, however I think you should consider the change carefully. You can bet there was a lot of thought and a lot of debate that went on internally with WotC before they made this choice, and there just might be some wisdom in their choice (and again, they left the door open for you to ignore it in special cases already).
Identifying Magic Items
Most of the time, you can determine the properties and powers of a magic item during a short rest. In the
course of handling the item for a few minutes, you discover what the item is and what it does. You can
identify one magic item per short rest.
Some magic items might be a bit harder to identify, such as cursed or nonstandard items, or powerful
magical artifacts. Your DM might ask for an Arcana check to determine their properties, or you might even
need to go on a special quest to find a ritual to identify or to unlock the powers of a unique item.
No, I don't see it.Here's the current version.
Here's an infinitely better version (in my not-so-humble opinion):
Identifying Magic Items
The standard game assumes that most of the time, you can determine the properties and powers of a magic item during a short rest. In the course of handling the item for a few minutes, you automatically discover what the item is and what it does. You can identify one magic item per short rest.
In some campaigns some or all magic items might be a bit harder to identify (including cursed items, nonstandard items, or magical artifacts). Your DM might ask for an Arcana check to determine their properties, or you might even need to go on a special quest to find a ritual to identify or to unlock the powers of specific items.
See how I've empowered the DM while still making it clear what I as the designer views is the "default"?
Also note the subtle changes in wording to make several minor issues much more clear (to me)?
1) Do I discover the item automatically or did the rules just forget to specify some skill check?
2) Cursed or nonstandard items? But what about cursed items that are nonstandard?
3) Powerful magical artefacts? Aren't they all? What then about non-powerful artefacts, must they all be automatically discovered?
4) How come only "unique items" need rituals from quests? And what is a "unique item" anyway?
When I saw this thread, the discussion had moved past the original issue of the OPs ritual. Yes, that means I am off-topic for which I apologize. I was refuting those who claimed the RAW contained everything one would want as a DM.How does it provide the OP with a ritual to identify magic items?
As for the rest of your questions - if you genuinely can't see the improvements, feel free to ask again and I'll be happy to discuss. If, however, you're just making fun at my expense, I have no comment.
I'm actually trying to create this ritual because some players (and me) complained they don't like how it works in 4e, and I realized that incorporating something like an Identify ritual could really give their characters a more "logic" feeling on how an item works (rather than "In the course of handling the item for a few minutes, you discover what the item is and what it does" which makes sense for a sword, but makes NO sense for other types of items)