Roger
First Post
What to do, to prevent discovery of a magic ring turn into a 10 minute random-activity slapstick comedy show as experienced players go through a guesswork routine aimed at all the well-known items?
The ring is cursed.
Cheers,
Roger
What to do, to prevent discovery of a magic ring turn into a 10 minute random-activity slapstick comedy show as experienced players go through a guesswork routine aimed at all the well-known items?
Absolutely all of this.Trial-and-error can be fun. Occasionally. Maybe the first three or four times. After that, it just gets old, IME.
Things I don't want nowadays...
If we can avoid that? Groovy. Otherwise, it's just not fun as a default way of dealing with new stuff.
- Remembering on my end to add +X to attack and damage while keeping it mysterious from the player
- Keeping track of unknown magic items and telling players to refer to them as "Magic Sword you found in Room 17 of The Cupcake and Pastry Dungeon"
- Spending half an hour in a game of 20 questions every time the party finds a magic doodad
- Spells requiring 100 gp pearls and/or a wizard in order to be able to tell basic information I'd rather not keep track of.
-O
From the big book of "Gotcha!" DMing, naturally, next to the Cloaker, the Mimic, and those living walls and ceilings that crushed you.The ring is cursed.
Cheers,
Roger
From the big book of "Gotcha!" DMing, naturally, next to the Cloaker, the Mimic, and those living walls and ceilings that crushed you.
"Hey that treasure that I presented as treasure and that you had every reason to believe was treasure? Wasn't treasure. Have fun with that!"
Exactly! If a DM wants to discourage a certain behaviour, all he has to do is provide some disincentive. If he wants to discourage the identification of items by trial-and-error, for some reason, all he has to do is throw in a cursed magical item.
Cheers,
Roger
When the campaign ended, the DM told us that the bastard sword's magic was just that it was kind of a bastard.
Trial-and-error can be fun. Occasionally. Maybe the first three or four times. After that, it just gets old, IME.
Things I don't want nowadays...
If we can avoid that? Groovy. Otherwise, it's just not fun as a default way of dealing with new stuff.
- Remembering on my end to add +X to attack and damage while keeping it mysterious from the player
- Keeping track of unknown magic items and telling players to refer to them as "Magic Sword you found in Room 17 of The Cupcake and Pastry Dungeon"
- Spending half an hour in a game of 20 questions every time the party finds a magic doodad
- Spells requiring 100 gp pearls and/or a wizard in order to be able to tell basic information I'd rather not keep track of.
-O
The PCs try and identify it. SURPRISE!