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General Tabletop Discussion
*Pathfinder & Starfinder
Ritual: Identify Magic Item
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<blockquote data-quote="CapnZapp" data-source="post: 4805170" data-attributes="member: 12731"><p>Here's the current version.</p><p></p><p></p><p></p><p>Here's an infinitely better version (in my not-so-humble opinion):</p><p></p><p><span style="color: DarkOrange"><strong>Identifying Magic Items</strong></span></p><p><span style="color: DarkOrange">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.</span></p><p><span style="color: DarkOrange"></span></p><p><span style="color: DarkOrange">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.</span></p><p></p><p>See how I've empowered the DM while still making it clear what I as the designer views is the "default"? </p><p></p><p><span style="font-size: 9px">Also note the subtle changes in wording to make several minor issues much more clear (to me)? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></span></p><p><span style="font-size: 9px">1) Do I discover the item automatically or did the rules just forget to specify some skill check?</span></p><p><span style="font-size: 9px">2) Cursed or nonstandard items? But what about cursed items that <em>are</em> nonstandard?</span></p><p><span style="font-size: 9px">3) Powerful magical artefacts? Aren't they all? What then about non-powerful artefacts, must they all be automatically discovered?</span></p><p><span style="font-size: 9px">4) How come only "unique items" need rituals from quests? And what is a "unique item" anyway?</span></p></blockquote><p></p>
[QUOTE="CapnZapp, post: 4805170, member: 12731"] Here's the current version. Here's an infinitely better version (in my not-so-humble opinion): [COLOR="DarkOrange"][B]Identifying Magic Items[/B] 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.[/COLOR] See how I've empowered the DM while still making it clear what I as the designer views is the "default"? [SIZE="1"]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 [I]are[/I] 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?[/SIZE] [/QUOTE]
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Ritual: Identify Magic Item
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