Joseph Elric Smith said:
The part I don't understand is why would read magic allow you to identify a potion?
I guess it depends on your point of view.
My position is:
Why wouldn't potions have labels on them in the first place? If you brewed 10 different potions, wouldn't it be hard for even you to keep track of which was which without a label, even if they do have different colors?
Finding potions with no labels is something that happened in our games in the 70s, not in the 21st century.
Joseph Elric Smith said:
What was the person who did th patching thinking?
I assume the person who wrote the patch thought as I do and had the potion creators put "magical writing" on the potions so that spell casters could figure it out, but non-spell casters could not.
However, with just magical writing on them, I could also see the program "occasionally lying" on cursed potions and the like whereas Identify would not.
In our game, potions almost always have labels on them, be they accurate or false. However, I think I'm going to start using this idea of having potion labels written down in arcane text (similar to scroll text or wizard spell book text) for arcane potions or ancient languages (similar to Latin in the real world) for divine potions or even possibly just a code for those spell casters who might not know arcane or ancient languages (e.g. potions created by Bards or Sorcerers or even any other class where the creator could not or did not want to use some set language).
This minimally forces the party to use Read Magic and/or Comprehend Languages to figure potions out. Not a biggy, but even having a few zero or first level spells allocated for potion determination (if found) means that other spells cannot be in those spell slots.
Who'd of thunk it? A computer game actually using a concept which can be used in real gaming.