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<blockquote data-quote="rushlight" data-source="post: 1661559" data-attributes="member: 3801"><p>I don't see the big deal people are making about <em>Identify</em>. It's only meant to cover the first 10 levels - after that <em>Analyse Dweomer</em> takes over. Honestly, how many magic items are you people giving out at low levels? Even at a CR 10 the treasure value is around 5,800 GP. The treasure tables give you only a 60% chance for 1-4 items. Following the averages for advancing from 10th level to 11th, you get: 13.33 encounters at CR 10. You've got a 60% chance for 1-4 items - so that's 60% of 2.5 (average 1d4 rolls) which is 1.5 magic items per encounter at 13.33 encounters is 19.95 items over 10th level. If the party can't come up with 2000 GP for 20 <em>Identifies</em> with all the gold found in those encounters (minimum 200 GP per encounter, not counting gems) then your party needs to examine it's method of handling treasure.</p><p> </p><p>Sure, you'll probably get more items than that, but then you'll get more gold than that as well. Let's not forget that many of those items will be scrolls or potions which fall outside of the realm of <em>Identify.</em> So, between the number of items you'll need to identify and the gold you'll find, I don't think 100gp for an <em>Identify</em> is too outragous. </p><p> </p><p>After 10th level, <em>Analyse Dweomer</em> takes over. <em>Analyse Dweomer</em> is superior to <em>Identify</em> in that it allows up to 11 (or more, depending on your caster level) items to be fully identified, one item per round. Also, it requires a 1,500 gp focus, not comsumables. If the wizard in your party is still using <em>Identify</em> at 18th level, then your problem is a lazy wizard, not the <em>Identify</em> spell.</p></blockquote><p></p>
[QUOTE="rushlight, post: 1661559, member: 3801"] I don't see the big deal people are making about [i]Identify[/i]. It's only meant to cover the first 10 levels - after that [i]Analyse Dweomer[/i] takes over. Honestly, how many magic items are you people giving out at low levels? Even at a CR 10 the treasure value is around 5,800 GP. The treasure tables give you only a 60% chance for 1-4 items. Following the averages for advancing from 10th level to 11th, you get: 13.33 encounters at CR 10. You've got a 60% chance for 1-4 items - so that's 60% of 2.5 (average 1d4 rolls) which is 1.5 magic items per encounter at 13.33 encounters is 19.95 items over 10th level. If the party can't come up with 2000 GP for 20 [i]Identifies[/i] with all the gold found in those encounters (minimum 200 GP per encounter, not counting gems) then your party needs to examine it's method of handling treasure. Sure, you'll probably get more items than that, but then you'll get more gold than that as well. Let's not forget that many of those items will be scrolls or potions which fall outside of the realm of [i]Identify.[/i] So, between the number of items you'll need to identify and the gold you'll find, I don't think 100gp for an [i]Identify[/i] is too outragous. After 10th level, [i]Analyse Dweomer[/i] takes over. [i]Analyse Dweomer[/i] is superior to [i]Identify[/i] in that it allows up to 11 (or more, depending on your caster level) items to be fully identified, one item per round. Also, it requires a 1,500 gp focus, not comsumables. If the wizard in your party is still using [i]Identify[/i] at 18th level, then your problem is a lazy wizard, not the [i]Identify[/i] spell. [/QUOTE]
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