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What direction should 5th edition take?
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<blockquote data-quote="Garthanos" data-source="post: 4917721" data-attributes="member: 82504"><p>Players handbook.</p><p></p><p><span style="color: SandyBrown">"Some magic items might be a bit harder to identify, such as cursed or <span style="color: DarkOrange">nonstandard</span> items, or powerful magical artifacts. Your DM might ask for an Arcana check to determine their properties, or you might even need to go on a special quest to find a ritual to identify or to unlock the powers of a unique item."</span></p><p></p><p>Who determines whether they might? the DM.</p><p>I interpret this to give the DM plenty of room for mystery ... </p><p>And even if the list under "such as" was all inclusive => the DM is the one who determines what items are <span style="color: DarkOrange">non-standard</span> I don't see anything on the charts saying any given item is <strong>standard </strong>or<strong> non-standard.</strong> Heck anything that just gives a +3 or less and has no other special abilities, could be defined as standard.</p><p></p><p>Things like this are one of the reasons building the game thinking ahead of time that it is going to applied to various different worlds like Michael Moorcocks multi-verse model.</p><p></p><p style="margin-left: 20px">In my game world some items are self evident even when non-standard... and some of them can be gleaned by a history check...but sometimes that takes finding somebody sage-like to help. (And sometimes only part of an items powers are self-evident)</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">There are in fact more interesting non-standard items having arcana checks and quests and specialized rituals ... are something the players relish both because its mysterious... and the item might not be just another +2 magic sword....and won't feel like it after they work through learning about it either. Sometimes they find out about the past user and that sword becomes a </p> <p style="margin-left: 20px"></p><p>Calling any of that House ruling is ummmm a self defeatist attitude and not something the game did to you.</p></blockquote><p></p>
[QUOTE="Garthanos, post: 4917721, member: 82504"] Players handbook. [COLOR=SandyBrown]"Some magic items might be a bit harder to identify, such as cursed or [COLOR=DarkOrange]nonstandard[/COLOR] items, or powerful magical artifacts. Your DM might ask for an Arcana check to determine their properties, or you might even need to go on a special quest to find a ritual to identify or to unlock the powers of a unique item."[/COLOR] Who determines whether they might? the DM. I interpret this to give the DM plenty of room for mystery ... And even if the list under "such as" was all inclusive => the DM is the one who determines what items are [COLOR=DarkOrange]non-standard[/COLOR] I don't see anything on the charts saying any given item is [B]standard [/B]or[B] non-standard.[/B] Heck anything that just gives a +3 or less and has no other special abilities, could be defined as standard. Things like this are one of the reasons building the game thinking ahead of time that it is going to applied to various different worlds like Michael Moorcocks multi-verse model. [INDENT]In my game world some items are self evident even when non-standard... and some of them can be gleaned by a history check...but sometimes that takes finding somebody sage-like to help. (And sometimes only part of an items powers are self-evident) There are in fact more interesting non-standard items having arcana checks and quests and specialized rituals ... are something the players relish both because its mysterious... and the item might not be just another +2 magic sword....and won't feel like it after they work through learning about it either. Sometimes they find out about the past user and that sword becomes a [/INDENT] Calling any of that House ruling is ummmm a self defeatist attitude and not something the game did to you. [/QUOTE]
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What direction should 5th edition take?
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