Straightforward, like the title says, how do you handle giving your players cursed items if you use DND beyond? The item descriptions have the curse details in them, so as soon as the player adds the item to their inventory they know, regardless of whether they have learned in game yet. Most of my players are pretty good about not metagaming so would try to ignore that, but we all know its hard to avoid having that metagame info influence your decisions, and its also just less fun, there is no shock or surprise when the curse kicks in or comes in to play. Do you just homebrew any cursed items you want to give, give it a slightly different name and leave off the curse info until the learn it in game? Thats not difficult to do, but it is annoying, so wondering if there is any other way people handle it?
Well yeah, the player is going to know, so you have to tell them to not metagame with it. Unless the character uses Identify or a similar spell. Which I feel it's not metagame to use that spell because hey new sword is probably magic.
If your truly scared that metagaming will happen, then use homebrew and create a copy of it and just remove the curse from that. Then when the curse is revealed remove the old one and give them the one with the curse. But that means you need to remember that the sword has a curse. If you find this option annoying then just deal with a bit of metagaming.
My world doesn't have cursed swords yet, so I haven't had this problem.
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Monster Fact of the Day: Nilbog
Nilbogs are possessed goblins of pure chaos. They reverse the damage they take into healing instead. This means the best way to stop them is to calm them down. Also, Nilbog is Goblin spelled backwards.
If it looks like another item, just give them the other item. If it's a unique item with a curse (or any other hidden property) you'll have to homebrew.
Wait seriously? I thought that was kind of one of the biggest perks about it. Learn something new ig.
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Monster Fact of the Day: Nilbog
Nilbogs are possessed goblins of pure chaos. They reverse the damage they take into healing instead. This means the best way to stop them is to calm them down. Also, Nilbog is Goblin spelled backwards.
Wait seriously? I thought that was kind of one of the biggest perks about it. Learn something new ig.
it's perk of divination, legend lore and commune (if they worded correctly)
dmg specifically mention that identify doesn't work with detecting curse, some third party content creators may ignore it though and rule otherwise, but RAW identify doesn't tell about curse
Straightforward, like the title says, how do you handle giving your players cursed items if you use DND beyond? The item descriptions have the curse details in them, so as soon as the player adds the item to their inventory they know, regardless of whether they have learned in game yet. Most of my players are pretty good about not metagaming so would try to ignore that, but we all know its hard to avoid having that metagame info influence your decisions, and its also just less fun, there is no shock or surprise when the curse kicks in or comes in to play. Do you just homebrew any cursed items you want to give, give it a slightly different name and leave off the curse info until the learn it in game? Thats not difficult to do, but it is annoying, so wondering if there is any other way people handle it?
Well yeah, the player is going to know, so you have to tell them to not metagame with it. Unless the character uses Identify or a similar spell. Which I feel it's not metagame to use that spell because hey new sword is probably magic.
If your truly scared that metagaming will happen, then use homebrew and create a copy of it and just remove the curse from that. Then when the curse is revealed remove the old one and give them the one with the curse. But that means you need to remember that the sword has a curse. If you find this option annoying then just deal with a bit of metagaming.
My world doesn't have cursed swords yet, so I haven't had this problem.
Monster Fact of the Day: Nilbog
Nilbogs are possessed goblins of pure chaos. They reverse the damage they take into healing instead. This means the best way to stop them is to calm them down. Also, Nilbog is Goblin spelled backwards.
If it looks like another item, just give them the other item. If it's a unique item with a curse (or any other hidden property) you'll have to homebrew.
Identify doesn't detect curses.
Wait seriously? I thought that was kind of one of the biggest perks about it. Learn something new ig.
Monster Fact of the Day: Nilbog
Nilbogs are possessed goblins of pure chaos. They reverse the damage they take into healing instead. This means the best way to stop them is to calm them down. Also, Nilbog is Goblin spelled backwards.
it's perk of divination, legend lore and commune (if they worded correctly)
dmg specifically mention that identify doesn't work with detecting curse, some third party content creators may ignore it though and rule otherwise, but RAW identify doesn't tell about curse
RAW identify is fairly useless, as you can get the same information by spending a short rest fondling the item.