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Spells for Figurin' out what things do...
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<blockquote data-quote="KarinsDad" data-source="post: 336421" data-attributes="member: 2011"><p>Does it?</p><p></p><p>Must have missed that. I thought I saw a core game system with nearly a thousand magical items and eight item creation feats.</p><p></p><p>If a given DM wants to run a world where PCs produce more magical items than NPCs, that's his business.</p><p></p><p>But, it really makes no sense. In real life, if you had the skill to craft an item that is worth 10,000 or more times most mundane items in a matter of a few days, wouldn't you do it?</p><p></p><p>So, with these feats available, it makes sense that there would be thousands of spell casters with at least one item creation feat crafting at least a few magical items each over thousands of years in a world. From that, does it really make sense that it is difficult to determine what the items do? That makes item purchasing by PCs and NPCs alike, very difficult to do. And, it would create a Black Market of items that appear to be more powerful than they actually are because it is very difficult to determine exactly what they can do.</p><p></p><p>The fact is that it is easier to Raise someone from the dead than it is to divine the abilities of an item. It is easier to Teleport to the other side of the world than it is to divine the abilities of an item.</p><p></p><p>That is just plain ludicrous.</p><p></p><p>Items should not be especially protected from divination magic, but they are.</p><p></p><p>Effectively, all magical items have a built in Resistance to certain types of Divination spells.</p><p></p><p>Why?</p><p></p><p>Because some game designer thought it should be difficult to do so.</p><p></p><p>But, items are much easier to create than they are to divine.</p><p></p><p>It should be the opposite way around.</p><p></p><p>In fact, it makes no sense that gods would not give divine spell casters better ways to figure out what items they acquire do.</p><p></p><p>"I will allow you to protect yourself from the most harmful of death magic, but I won't give you the ability to discern what an item you acquire can do, hence, putting you at risk from said item".</p><p></p><p>Uh huh.</p><p></p><p>But, again, the game designers were not thinking along the lines of what makes sense for a deity to do, rather they were thinking along the lines of wanting to make it difficult.</p><p></p><p>I can use a 2nd level divination spell to see if a decision made now will be good or bad in the future, but it takes a 6th level divination spell and 8 to 16 hours of casting and recovering to divine the properties of something that is right in front of me.</p><p></p><p>Yeah, that makes sense.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 336421, member: 2011"] Does it? Must have missed that. I thought I saw a core game system with nearly a thousand magical items and eight item creation feats. If a given DM wants to run a world where PCs produce more magical items than NPCs, that's his business. But, it really makes no sense. In real life, if you had the skill to craft an item that is worth 10,000 or more times most mundane items in a matter of a few days, wouldn't you do it? So, with these feats available, it makes sense that there would be thousands of spell casters with at least one item creation feat crafting at least a few magical items each over thousands of years in a world. From that, does it really make sense that it is difficult to determine what the items do? That makes item purchasing by PCs and NPCs alike, very difficult to do. And, it would create a Black Market of items that appear to be more powerful than they actually are because it is very difficult to determine exactly what they can do. The fact is that it is easier to Raise someone from the dead than it is to divine the abilities of an item. It is easier to Teleport to the other side of the world than it is to divine the abilities of an item. That is just plain ludicrous. Items should not be especially protected from divination magic, but they are. Effectively, all magical items have a built in Resistance to certain types of Divination spells. Why? Because some game designer thought it should be difficult to do so. But, items are much easier to create than they are to divine. It should be the opposite way around. In fact, it makes no sense that gods would not give divine spell casters better ways to figure out what items they acquire do. "I will allow you to protect yourself from the most harmful of death magic, but I won't give you the ability to discern what an item you acquire can do, hence, putting you at risk from said item". Uh huh. But, again, the game designers were not thinking along the lines of what makes sense for a deity to do, rather they were thinking along the lines of wanting to make it difficult. I can use a 2nd level divination spell to see if a decision made now will be good or bad in the future, but it takes a 6th level divination spell and 8 to 16 hours of casting and recovering to divine the properties of something that is right in front of me. Yeah, that makes sense. [/QUOTE]
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