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Trail and error item identifying
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<blockquote data-quote="ComradeGnull" data-source="post: 6031741" data-attributes="member: 6685694"><p>I think trial and error working or not working in a campaign has a lot to do with the type of campaign:</p><p></p><p>In a sandboxy, dungeon crawl, open-ended campaign trial and error identification is fantastic. It gives PCs a reason to travel to another location to buy scrolls, spell components, or consult a sage. It gives them an opportunity to use utility spells that aren't often memorized because they don't typically become useful in combat situations. It provides some utility for things like the Bardic Knowledge ability, Ancient History skill/proficiencies, and leaves the door open for things like cursed items.</p><p></p><p>In a narrative, plot driven campaign, random identification is a pain in the ass because (due to ticking clocks and other plot mechanics) parties can rarely take the time to break off what they are doing and go ID something and probably don't want to wait until the 'end of the adventure' to get it ID'd (given that in real-world time, the end of the adventure might be weeks or months away). In a sandbox game, players have flexibility to pick when and where they want to branch out and go visit somewhere else, or if they want to spend an extra day camping out so the Wizard can prep Identify. In a plot driven campaign, that isn't going to work very well.</p><p></p><p>In an old school rules game where the power band between one level and the next is low and magic items aren't part of progression, hanging onto a potentially magical item but not yet ID'ing it is no hinderance at all. In a game like 4e where you need to acquire class-appropriate items in order to keep pace with the power curve, an unidentified magic weapon or armor is a handicap rather than a boon.</p><p></p><p>The solution: Decide what type of game you are playing, and base magic item identification on that. If you have an open-ended sandbox campaign where 'let's take a fieldtrip to visit Blugnor, the Sage of Wimplethurl' would be a nice jumping off point for a couple sessions of play, do it. If you're playing a narrative campaign where there are only hours to spare to rescue Princess Poor Life Choices from the Beige Beast of the Taupe Hills, or a 4e-style game where the expectation is that an 18th level Fighter has magic weapons, magic armor, and magic dentures appropriate to his level, let players identify magic items by just casting Detect Magic or by staring at them while humming or a ritual anyone can perform, or whatever.</p></blockquote><p></p>
[QUOTE="ComradeGnull, post: 6031741, member: 6685694"] I think trial and error working or not working in a campaign has a lot to do with the type of campaign: In a sandboxy, dungeon crawl, open-ended campaign trial and error identification is fantastic. It gives PCs a reason to travel to another location to buy scrolls, spell components, or consult a sage. It gives them an opportunity to use utility spells that aren't often memorized because they don't typically become useful in combat situations. It provides some utility for things like the Bardic Knowledge ability, Ancient History skill/proficiencies, and leaves the door open for things like cursed items. In a narrative, plot driven campaign, random identification is a pain in the ass because (due to ticking clocks and other plot mechanics) parties can rarely take the time to break off what they are doing and go ID something and probably don't want to wait until the 'end of the adventure' to get it ID'd (given that in real-world time, the end of the adventure might be weeks or months away). In a sandbox game, players have flexibility to pick when and where they want to branch out and go visit somewhere else, or if they want to spend an extra day camping out so the Wizard can prep Identify. In a plot driven campaign, that isn't going to work very well. In an old school rules game where the power band between one level and the next is low and magic items aren't part of progression, hanging onto a potentially magical item but not yet ID'ing it is no hinderance at all. In a game like 4e where you need to acquire class-appropriate items in order to keep pace with the power curve, an unidentified magic weapon or armor is a handicap rather than a boon. The solution: Decide what type of game you are playing, and base magic item identification on that. If you have an open-ended sandbox campaign where 'let's take a fieldtrip to visit Blugnor, the Sage of Wimplethurl' would be a nice jumping off point for a couple sessions of play, do it. If you're playing a narrative campaign where there are only hours to spare to rescue Princess Poor Life Choices from the Beige Beast of the Taupe Hills, or a 4e-style game where the expectation is that an 18th level Fighter has magic weapons, magic armor, and magic dentures appropriate to his level, let players identify magic items by just casting Detect Magic or by staring at them while humming or a ritual anyone can perform, or whatever. [/QUOTE]
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