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Trail and error item identifying
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<blockquote data-quote="Mattachine" data-source="post: 6030397" data-attributes="member: 6678226"><p>A little bit of "Gotcha" is fine, a very little bit . . . </p><p></p><p>D&D is a game for me, and the players get to know more information than the PCs. So, if they pick up magic armor or weapons, then I simply tell the player the "plus".</p><p></p><p>If the magic item is simply treasure, a little flavor text and description should be enough for the PCs to figure out what it does. If you try it on, then you magically know what the magic item does. That makes sense to me.</p><p></p><p>Only if the item's properties form an interesting mystery (such as part of an adventure) or make a specific plot point, would I bother hiding those properties.</p><p></p><p>The good thing about D&D is that each group (DM and players together) can decide how rules like item identification will play out.</p><p></p><p>It's kinda like folks that play Monopoly by RAW, and those that put money under Free Parking.</p></blockquote><p></p>
[QUOTE="Mattachine, post: 6030397, member: 6678226"] A little bit of "Gotcha" is fine, a very little bit . . . D&D is a game for me, and the players get to know more information than the PCs. So, if they pick up magic armor or weapons, then I simply tell the player the "plus". If the magic item is simply treasure, a little flavor text and description should be enough for the PCs to figure out what it does. If you try it on, then you magically know what the magic item does. That makes sense to me. Only if the item's properties form an interesting mystery (such as part of an adventure) or make a specific plot point, would I bother hiding those properties. The good thing about D&D is that each group (DM and players together) can decide how rules like item identification will play out. It's kinda like folks that play Monopoly by RAW, and those that put money under Free Parking. [/QUOTE]
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