Hi everyone. Do you allow your PCs to identify magic items? If so what system do you use?
I like the Baldur's gate system, where a character builds lore with each level, allowing them to identify more and more complicated items. But then I need a table or a rough guess on how complicated a potion or ring isbefore I can compare it to their lore level. I don't like how this is a strictly binary process-you either do or don't know what it does and there is no chance of failure. Wouldn't it make more sense that sometimes you thought the item was cursed, and it wasn't or visa versa? What if it has three functions and you only identified two?
Anyone have any better ideas?
ps: If there is some rule for this in the later editions, I still play mostly 2nd edition rules. Please enlighten me if so.
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I am a 40 something year old physician who DMs for a group of 40 something year old doctors. We play a hybrid game, mostly based on 2nd edition rules with some homebrew and 5E components.
Well, by RAW, a character that spends a short rest focusing on an item identifies it. It won’t tell you about curses, but otherwise, you’ll know everything about it. And, of course, there’s the spell.
Well, by RAW, a character that spends a short rest focusing on an item identifies it. It won’t tell you about curses, but otherwise, you’ll know everything about it. And, of course, there’s the spell.
Definitely used this, I had a few items but nobody could identify them so when I found this rule I use different it for my players. I think identity requires a 100gp pearl which given some early adventurer settings will be tough to get
I don't allow players to identify items unless they have access to the spell. Arcana checks, if they're proficient or have class/backstory reasons to be familiar with magic doodads, might reveal some information depending on the roll and the item itself, though.
ps: If there is some rule for this in the later editions, I still play mostly 2nd edition rules. Please enlighten me if so.
You'd probably want to find a 2E forum if that's the game you want to play. This forum is for a different game than D&D2E.
That said, if you attune to an item during a short rest, that will also identify it. Then again, you don't know what it does until after you've attuned to it...
IF you use 2e prior to the republication, then characters can spend a day studying the weapon and learn all about it. RAW.
After republication (when the first and earliest of the chapbooks came out), you have to have a proficiency in sme set of lore and that's going to depend on the history of the item in the world being playe din.
And 2e is still D&D and this place is still a place for 2e D&D -- it is just more focused and built around 5e rules.
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Only a DM since 1980 (3000+ Sessions) / PhD, MS, MA / Mixed, Bi, Trans, Woman / No longer welcome in the US, apparently
Wyrlde: Adventures in the Seven Cities .-=] Lore Book | Patreon | Wyrlde YT [=-. An original Setting for 5e, a whole solar system of adventure. Ongoing updates, exclusies, more. Not Talking About It / Dubbed The Oracle in the Cult of Mythology Nerds
I would have them roll an Arcana check to determine how much they know. I might not tell them the abilities until they attune to it, and it would be a really high score to tell if it was cursed.
Just for clarification, I meant identifying an item without magic, just by handling it.
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I am a 40 something year old physician who DMs for a group of 40 something year old doctors. We play a hybrid game, mostly based on 2nd edition rules with some homebrew and 5E components.
I have Arcana let them know if an item is magical but not exactly that it is or does.
The potions in the game have descriptions, so I use those and either by taste testing them or having found one before, the PCs can know what it is - every healing potion looks and smells the same.
I really really dislike the sleep with it and you know what it is method. You sleep with a sword and now you know it glows when orcs are nearby when you have never seen an orc before?
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"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
I agree with Wysperra and dislike the idea of just being in proximity to the item (or sleeping with it???) and knowing what it does. Unless the character has a lot of experience with magical items that does not make sense. I don't let characters sip a potion to know what it does either. I may be a more nefarious DM but that takes the fun out of finding a potion. Who knows if the potion does what the vendor says it does? My PCs were ecstatic to buy five healing potions from a random merchant (they tied up and traded with another boat while in the open sea). However, the vials are filled with salt water! (They have not yet discovered that). Wouldn't a random scoundrel sell slipshod goods if he will be miles away minutes after the transaction? Lastly, without mass manufacturing, how would all potions look or taste the same? Even modern pharmaceuticals look different in different countries. Knowing that people are filled with duplicity and always are looking to make a quick buck, these ideas make more sense, at least in my world.
This is what I came up with. It is very similar to the Baldur's Gate method but I had to consolidate some of the categories. It may not be in a the 5th edition rulebook, but it is free to a good home...
Lore can be used to identify items. A cursed item is one category higher than its regular counterpart. e.g. a cursed amulet would require a lore of 60. Sum wisdom and intelligence score and use the below chart for a starting value.
1 – 6 -20 7 – 9 -10 10 – 14 ±0 15 +3 16 +5 17 +7 18 +10 19 +12 20 +15 21 +20 22 +25 23 +30 24 +35 25 +40 Progression: Mage/thief: +3/level Others: +1/level Item level: +1 missile without other abilities; miscellaneous minor items: 10 +1 weapon without other abilities, +2 missile: 25 Intermediate misc items, +1 weapon with abilities, advanced missile, jewelry with minor ability, or +1 armor: 40 Jewelry with major ability(ies), +2 weapon, standard wands/staves/staffs, standard potions: 50 Advanced misc item, +2 weapon with abilities, +2 armor, advanced wands/staves/staffs, advanced potions: 60 Magical scroll, +2 armor with additional abilities: 75 Legendary item: 100 Epic item: 150
Quote from Wysperra>>I have Arcana let them know if an item is magical but not exactly that it is or does.
I really really dislike the sleep with it and you know what it is method. You sleep with a sword and now you know it glows when orcs are nearby when you have never seen an orc before?
Rollback Post to RevisionRollBack
Velstitzen
I am a 40 something year old physician who DMs for a group of 40 something year old doctors. We play a hybrid game, mostly based on 2nd edition rules with some homebrew and 5E components.
I am a 40 something year old physician who DMs for a group of 40 something year old doctors. We play a hybrid game, mostly based on 2nd edition rules with some homebrew and 5E components.
Generally most games I have played in we just use the identify spell, but if you want other ways for players to identify items you could always channel some Antiques Roadshow energy?
Generally most games I have played in we just use the identify spell, but if you want other ways for players to identify items you could always channel some Antiques Roadshow energy?
"...but that's just an estimate for insurance purposes. i think you could get maybe twice that at auction from a collector."
"gosh. huh. neat. and i've just been putting flowers in it. aunt judy would be tickled if she knew."
*twinkling noises* [words appear: Skull of Acererak the Demilich, 13,000pp (+30%)]
Hi everyone. Do you allow your PCs to identify magic items? If so what system do you use?
I like the Baldur's gate system, where a character builds lore with each level, allowing them to identify more and more complicated items. But then I need a table or a rough guess on how complicated a potion or ring isbefore I can compare it to their lore level. I don't like how this is a strictly binary process-you either do or don't know what it does and there is no chance of failure. Wouldn't it make more sense that sometimes you thought the item was cursed, and it wasn't or visa versa? What if it has three functions and you only identified two?
Anyone have any better ideas?
ps: If there is some rule for this in the later editions, I still play mostly 2nd edition rules. Please enlighten me if so.
Velstitzen
I am a 40 something year old physician who DMs for a group of 40 something year old doctors. We play a hybrid game, mostly based on 2nd edition rules with some homebrew and 5E components.
Well, by RAW, a character that spends a short rest focusing on an item identifies it. It won’t tell you about curses, but otherwise, you’ll know everything about it. And, of course, there’s the spell.
Definitely used this, I had a few items but nobody could identify them so when I found this rule I use different it for my players. I think identity requires a 100gp pearl which given some early adventurer settings will be tough to get
I don't allow players to identify items unless they have access to the spell. Arcana checks, if they're proficient or have class/backstory reasons to be familiar with magic doodads, might reveal some information depending on the roll and the item itself, though.
You'd probably want to find a 2E forum if that's the game you want to play. This forum is for a different game than D&D2E.
That said, if you attune to an item during a short rest, that will also identify it. Then again, you don't know what it does until after you've attuned to it...
IF you use 2e prior to the republication, then characters can spend a day studying the weapon and learn all about it. RAW.
After republication (when the first and earliest of the chapbooks came out), you have to have a proficiency in sme set of lore and that's going to depend on the history of the item in the world being playe din.
And 2e is still D&D and this place is still a place for 2e D&D -- it is just more focused and built around 5e rules.
Only a DM since 1980 (3000+ Sessions) / PhD, MS, MA / Mixed, Bi, Trans, Woman / No longer welcome in the US, apparently
Wyrlde: Adventures in the Seven Cities
.-=] Lore Book | Patreon | Wyrlde YT [=-.
An original Setting for 5e, a whole solar system of adventure. Ongoing updates, exclusies, more.
Not Talking About It / Dubbed The Oracle in the Cult of Mythology Nerds
I would have them roll an Arcana check to determine how much they know. I might not tell them the abilities until they attune to it, and it would be a really high score to tell if it was cursed.
Good ideas.
Just for clarification, I meant identifying an item without magic, just by handling it.
Velstitzen
I am a 40 something year old physician who DMs for a group of 40 something year old doctors. We play a hybrid game, mostly based on 2nd edition rules with some homebrew and 5E components.
I have Arcana let them know if an item is magical but not exactly that it is or does.
The potions in the game have descriptions, so I use those and either by taste testing them or having found one before, the PCs can know what it is - every healing potion looks and smells the same.
I really really dislike the sleep with it and you know what it is method. You sleep with a sword and now you know it glows when orcs are nearby when you have never seen an orc before?
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
That would be the homebrew section then. This is a forum specifially made for a tool used to play DnD 5E.
I agree with Wysperra and dislike the idea of just being in proximity to the item (or sleeping with it???) and knowing what it does. Unless the character has a lot of experience with magical items that does not make sense. I don't let characters sip a potion to know what it does either. I may be a more nefarious DM but that takes the fun out of finding a potion. Who knows if the potion does what the vendor says it does? My PCs were ecstatic to buy five healing potions from a random merchant (they tied up and traded with another boat while in the open sea). However, the vials are filled with salt water! (They have not yet discovered that). Wouldn't a random scoundrel sell slipshod goods if he will be miles away minutes after the transaction? Lastly, without mass manufacturing, how would all potions look or taste the same? Even modern pharmaceuticals look different in different countries. Knowing that people are filled with duplicity and always are looking to make a quick buck, these ideas make more sense, at least in my world.
This is what I came up with. It is very similar to the Baldur's Gate method but I had to consolidate some of the categories. It may not be in a the 5th edition rulebook, but it is free to a good home...
Lore can be used to identify items. A cursed item is one category higher than its regular counterpart. e.g. a cursed amulet would require a lore of 60.
Sum wisdom and intelligence score and use the below chart for a starting value.
1 – 6 -20
7 – 9 -10
10 – 14 ±0
15 +3
16 +5
17 +7
18 +10
19 +12
20 +15
21 +20
22 +25
23 +30
24 +35
25 +40
Progression: Mage/thief: +3/level Others: +1/level
Item level:
+1 missile without other abilities; miscellaneous minor items: 10
+1 weapon without other abilities, +2 missile: 25
Intermediate misc items, +1 weapon with abilities, advanced missile, jewelry with minor ability, or +1 armor: 40
Jewelry with major ability(ies), +2 weapon, standard wands/staves/staffs, standard potions: 50
Advanced misc item, +2 weapon with abilities, +2 armor, advanced wands/staves/staffs, advanced potions: 60
Magical scroll, +2 armor with additional abilities: 75
Legendary item: 100
Epic item: 150
Velstitzen
I am a 40 something year old physician who DMs for a group of 40 something year old doctors. We play a hybrid game, mostly based on 2nd edition rules with some homebrew and 5E components.
Thanks to everyone for their ideas
Velstitzen
I am a 40 something year old physician who DMs for a group of 40 something year old doctors. We play a hybrid game, mostly based on 2nd edition rules with some homebrew and 5E components.
Generally most games I have played in we just use the identify spell, but if you want other ways for players to identify items you could always channel some Antiques Roadshow energy?
"...but that's just an estimate for insurance purposes. i think you could get maybe twice that at auction from a collector."
"gosh. huh. neat. and i've just been putting flowers in it. aunt judy would be tickled if she knew."
*twinkling noises* [words appear: Skull of Acererak the Demilich, 13,000pp (+30%)]
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