Mark Hope said:
I use index cards in one form or another in my game and will be using magic item cards (much like el-remmen's) as of this Friday.
A technical question:
When do you give the cards to the players? When they first learn that the item is magical (but probably don't know its exact powers)? Or only when it has been fully identified and its powers known?
In the former case, the card wouldn't have all of the details of the item's powers (such as Hornet's powers in el-remmen's example). In the latter case, the card would have all the details.
Do you make two cards, one abbreviated and one full? And give the full version to the player when they have fully identified the item? This seems a little resource-heavy to me when it comes to disposable items like potions. Or have the mechanics covered up with a little sticker, which you remove once the item's powers are known?
I'm interested in hearing how folks who use item cards have been handling this aspect of information flow.
Here's how I do it (I'm sure others will disagree vehemently!)
I don't bother with identify, etc. I'm fairly lax with that info - I'm happy for the player to have it unless there's a good plot reason they shouldn't. Otherwise, I find it's another bit of record keeping; and I've found that the requirement to identify, while being "realistic", doesn't actually add any
fun to my game.
If I had to try and justify this in game terms (other than speed of play/effort-reward/convenience terms), I'd say that the PC wizards, sorcerors, and clerics tend to have, between them, enough resources in knowledge skills and divinations where necessary to identify most things less than an artifact in short order. I don't force them to go through the process in-game - I'd rather get on with the adventure.
I appreciate that this isn't to everyone's taste and won't suit everyone's game, but it works for me. I tend to cut out anything I think is too tedious to add to the game, whether realistic or not (I doubt many of us use the encumbrance rules, for example). I'm not interested in tracking low-level inventory (ropes, spikes, rations, ammo, etc.), and just assume the party can produce such stuff when needed (heck, they own a ship at present - it seem anal to worry about whether they have a 50' length of rope on them!). So identifying stuff is just one more thing I don't bother with: if it adds to the plot, then sure, but otherwise I'll just hand them the full card.