The Curse of the 100gp Pearl


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I'm all for dumping ultimate-result spells, especially ones that eliminate skills. IMC Knock is a Open Lock bonus, Detect Good/Evil is a Sense Motive bonus, and Identify is a Knowledge: Arcana bonus. Just as no creature should be completely immune to effects such as fire, electricity, sleep, etc.

I also removed pearls as components for Identify, replacing it with book research and communing with spirits.

The mass extermination of poor mollusks just to identify the multitude of magic items permeating D&D is abhorent and needs to be stopped.
 

Hella_Tellah said:
How would you guys redesign the identification of magic items? If you've been houseruling it in 3.X, what changes did you make?
We houseruled it with a Knowledge (arcana) check, DC = 15 + the caster level required to make the item. If the character met all of the requirements to make the item, (s)he got a +2 competence bonus.
 

Actually the Magic Item Compendium has a rule for fully identifying a magic item with a Spellcraft check against DC 25 + 1/2 caster level when casting detect magic. Check page 217 for this.
 

Zaister said:
Actually the Magic Item Compendium has a rule for fully identifying a magic item with a Spellcraft check against DC 25 + 1/2 caster level when casting detect magic. Check page 217 for this.

Is that +1/2 caster level the level of the caster that created the item?
 


Deset Gled said:
It's just fun to have an item that you know is magic, but don't know what it does. Good old fashioned mystery and suspence. Leads to a lot of excitement when you are in the middle of a dungeon crawl and have run out of pearls. Does this item slice through enemies like butter, or will it curse me? Only one was to find out!
I can see your point, but honestly, that never happens in our campaigns. Maybe our group lacks the "romantic" attitude to the game, and we are too much playing the "cold hearted professional adventurer". (Sad, maybe...)

The 3.x magic item rules don't really help, either. The items are strictly formulaic, and there are no surprises. And even before the 3rd edition, weapons and armors where always formulaic, with their +X bonuses. (I am afraid that 4th edition won't change a thing about that)
The game is to item-loaden for anyone of my group to get thrill out of finding and trying a unidentified magic item. (That might be something 4th edition might be able to change).
 

Mustrum_Ridcully said:
I would assume that it's the caster level of the item. (which might be the caster level of the creator, but that's not a given)
That is correct. Actually the full rule reads as follows:

Magic Item Compendium, p. 217: "A character using the detect magic spell can attempt a Spellcraft check to determine the school of magic associated with the item's powers. If the character exceeds the DC for this check by 10 or more, tha character magically divines the item's functions, its means of activation, and the number of charges remaining."

The DC for the Spellcraft check to determine the school of magic associated with the item's powers is defined in the PH as 15 + 1/2 the item's caster level (see the description of the detect magic spell), so it comes down to 25 + 1/2 caster level for identifying.
 

I allowed a mage to come up with diamond dust as a substitute component, and then allowed the techinque to spread - this greatly reduced my dissatisfaction in the 100 gp pearl market issues.
My game does have a fair amount of magic item experimentation - esp with the more chaotic players and wands. I will tell players what bonuses thier items have after they have used it for a while, so they dont have every little thing ID'd. Occasionally they have short sold a +2 item as a +1, since they both detect as light magic auras. They are also free to make educated guesses.

My cursed items are rare and tend to be things like the wand of cats grace that has a 20% of screaming "Not in the face!" instead of working correctly when it is used. the players good-naturely hated this item with a passion, threatening to burn it every time it failed
Or a series of items tainted by the far realm that caused a gradual loss of sanity - based on how many different ones you used. These all bore their makers mark, so were easy to ID.
 

Hella_Tellah said:
How would you guys redesign the identification of magic items? If you've been houseruling it in 3.X, what changes did you make?
I give out fewer magic items and that seems to do the trick.

I've even been thinking about removing the identify ability from Spellcraft.
 

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