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Trail and error item identifying
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<blockquote data-quote="Dragonblade" data-source="post: 6029560" data-attributes="member: 2804"><p>I like the concept of items being a mystery unless you choose to attune with them, which of course comes with the risk of bonding to a cursed item.</p><p></p><p>Cursed items of course should still be useful though, just with undesirable side effects that can add to the role-play. Once you attune, most of the items basic powers and properties should become immediately known and available to the user, with the DM option that some powers and abilities remain secret to be unlocked only based on the story and how much the PC's goals dovetail with the item's goals.</p><p></p><p>Identify spells and the like should go away. They're essentially a pointless resource drain that serves little useful purpose other than to annoy. Likewise, I don't wish to return to my AD&D days where experimenting with items became so annoying and burdensome that we literally just wrote out a 5 page document detailing every possible test we could do. We then handed it to the DM, and said "Here, we do all of this. What do we find out?"</p><p></p><p>Finally, the DMs in group dispensed with the hopping on one leg nonsense and just told us what the items did. I think the attunement rules can offer some of that same old school mystery feel and risk, while allowing everyone to get off the annoying Identify treadmill.</p></blockquote><p></p>
[QUOTE="Dragonblade, post: 6029560, member: 2804"] I like the concept of items being a mystery unless you choose to attune with them, which of course comes with the risk of bonding to a cursed item. Cursed items of course should still be useful though, just with undesirable side effects that can add to the role-play. Once you attune, most of the items basic powers and properties should become immediately known and available to the user, with the DM option that some powers and abilities remain secret to be unlocked only based on the story and how much the PC's goals dovetail with the item's goals. Identify spells and the like should go away. They're essentially a pointless resource drain that serves little useful purpose other than to annoy. Likewise, I don't wish to return to my AD&D days where experimenting with items became so annoying and burdensome that we literally just wrote out a 5 page document detailing every possible test we could do. We then handed it to the DM, and said "Here, we do all of this. What do we find out?" Finally, the DMs in group dispensed with the hopping on one leg nonsense and just told us what the items did. I think the attunement rules can offer some of that same old school mystery feel and risk, while allowing everyone to get off the annoying Identify treadmill. [/QUOTE]
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