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Greebo
6th April 2009, 04:02 PM
One area I always wavered on in the past as a DM was how to handle the identification of magical items.

I can simply tell you what you find, with stats and such. The pro here is it's fast. The con? It detracts somewhat from the feel of the game, to my thinking, to have the players be all knowing about what ever they stumble across, no matter how obscure.

Alternatively, I can require that appropriate skill checks be made. Different item classes would fall under different skills (armor/weapon: dungeoneering, orbs/wands/etc: arcane, and so forth). These identification checks, if successful, would yield a small amount of reward xp (item level * 10 is what I'm thinking), but on the downside, it slows the game (slightly, and controllable) and if you fail to identify something then you will have to wait a level to try again, *OR* pay for identification (Item Level * 100 gp) with an appropriate expert (armor/weapons: blacksmith, wand/rod/orb: sage, etc.)

I therefore would like to hear your thoughts on item identification, your preferences, techniques you've used/seen that you've liked, etc.

I'll make the final decision but I'm undecided so open to input.

Shiz
6th April 2009, 04:13 PM
Arcana check should give a general sense of what the magic is: this armor has enhanced protection, this sword has a fire aura and an enchanted blade. Once an item is involved in combat, the bonuses should be revealed. Daily Powers should be suggested by the Arcana check. Potions should be easy to identify.

Implements should be automatically known if the appropriate class holds it since implement classes are attuned to their implements.

My general thoughts are that making magic items obtuse creates frustration, so why do it? The story, the fighting and the banter are the fun part. Don't create stress deciding whether a player knows a +2 from a +1.

Asharad
6th April 2009, 04:37 PM
Yeah, arcane is theoretically the go-to skill in terms of figuring out what a magic item does. That makes more sense than breaking it down by item for some different skill for a couple of reasons.

First, I may be an awesome plumber, but if I have no skill at all in magic I wouldn't know that the plunger I just bought is really an All-fire Plunger of Darkness +3. I might recognize it plunges pretty good. Maybe.

Secondly, if there isn't one skill that determins magical stuff, then you are having to pass everything you find around to everyone in the party. And better do it twice, cause you might not have hit the skill check last time.

I'm with Shiz, it's just frustrating to the players if it's too obscure. It's not the +1s or whatever that make the game enjoyable.

Sagar
6th April 2009, 05:15 PM
The DMG says Arcana skill is needed to determine an items abilities via detect magic.. but one must be TRAINED in arcana, not just have a few points in it.

It also says that someone who could USE a magic item can figure out it's capabilities in a few minutes of working with it.

I guess that makes sense, a fighter can use a sword for a few minutes and get a feel for how much easier it is to wield than a normal weapon.
The trick comes from wonderous items. They are very not normal items.

Greebo
6th April 2009, 05:17 PM
I swear I looked for info on identification - where is that in the DMG please?

Sagar
6th April 2009, 10:15 PM
I swear I looked for info on identification - where is that in the DMG please?

DMG- page 27, upper right hand corner "Magic Items"
PHB, p263 defines a "short rest" as 5 minutes.

Greebo
6th April 2009, 10:28 PM
[-]Figures, the index does *not* mention page 27 for magic items. [/-]
Figures, the DM did NOT read the very *first* entry on magic items, from the index, because he assumed such a potentially touchy subject would not be covered so early.
Thanks, Sagar :D