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Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Ritual: Identify Magic Item
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<blockquote data-quote="N0Man" data-source="post: 4803567" data-attributes="member: 64066"><p>As someone pointed out already, it does have an exception clause for any items that you don't want identified for story reasons.</p><p></p><p>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.</p><p></p><p>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?</p><p></p><p>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).</p><p></p><p>I personally wouldn't add a ritual to the game. You really aren't adding anything of value to the game and are just creating a hoop to jump through and something to spend gold on for no compelling reason other than to preserve a mechanic that was often a source of frustration and annoyance in earlier editions.</p><p></p><p>However, as said again and again here, there are exceptions that the DM may choose! You might even want to make a quest or ritual that is nothing but identifying one special magic item... but make it something special, not just a +1 Flaming sword.</p><p></p><p>To the person who said that gamers will just assume that an item that isn't easily identified is cursed, that's only going to happen if every non-identifiable item your DM throws as you is cursed. That's not a game problem, that's being a predictable DM.</p><p></p><p>If it's an item that can't be identified by the players, that should only signify that this item is something other than the average run-of-the mill dropped magic item. It might be cursed. It might be a powerful artifact. It might be some mysterious relic that is either the subject of a mystery, or the key to unlocking one. Failing to identify an item should be a way to inspire curiosity, not inspire disinterest. If it's not, then maybe you are doing it wrong.</p></blockquote><p></p>
[QUOTE="N0Man, post: 4803567, member: 64066"] As someone pointed out already, it does have an exception clause for any items that you don't want identified for story reasons. 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). I personally wouldn't add a ritual to the game. You really aren't adding anything of value to the game and are just creating a hoop to jump through and something to spend gold on for no compelling reason other than to preserve a mechanic that was often a source of frustration and annoyance in earlier editions. However, as said again and again here, there are exceptions that the DM may choose! You might even want to make a quest or ritual that is nothing but identifying one special magic item... but make it something special, not just a +1 Flaming sword. To the person who said that gamers will just assume that an item that isn't easily identified is cursed, that's only going to happen if every non-identifiable item your DM throws as you is cursed. That's not a game problem, that's being a predictable DM. If it's an item that can't be identified by the players, that should only signify that this item is something other than the average run-of-the mill dropped magic item. It might be cursed. It might be a powerful artifact. It might be some mysterious relic that is either the subject of a mystery, or the key to unlocking one. Failing to identify an item should be a way to inspire curiosity, not inspire disinterest. If it's not, then maybe you are doing it wrong. [/QUOTE]
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Ritual: Identify Magic Item
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