During sessions I have come across items that are unidentified, whether it be potions or gems, some of which I cannot identify untill a later point in the game. Now of course if you like to keep a physical sheet this is all well and good, but if you are someone who uses electronic character sheets it can be difficult as not all character sheets are easy to work with.
I think it would be a good idea to have unidentified items within the items list with various weights and colours. Expanding on that, have unidentified items that that have adjustable stats. For example; you pick up a gem which you or anyone within your party can identify, so to put it in your inventory you select lets say 'Unidentified gem - purple' where you would then you select it's weight and change any other crucial information and therr you have it!
Another idea I had for these unidentified items is to have an 'Identify' option which randomly selects a specific item from that category.
Surely, you would just create the item using the homebrew content. Having a purple Gem in your inventory is fine. It has a variable cost already depending on who the PCs sell the item to. With an appraisal they can guess how much the item is worth.
A Random Treasure generator could be useful, but unidentified items seem a little too focused, when you could replicate it with homebrew.
You're absolutely right, you could just use the homebrew. I was more so thinking of having it to provide ease of use for newer users and to possibly speed up gameplay, although I guess it would all depend on how efficient the homebrew is.
I definitely think this falls under the area of the GM keeping good paperwork of items. Until an item is identified, the player would only note it in a misc area and you, as the GM, have all the info.
There needs to be unied items. If not why would any of my players get the spell?
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Life before death. Strength before weakness. Journey before destination. I will protect those who cannot protect themselves, I will protect even those I hate so long as it is right.
I definitely think this falls under the area of the GM keeping good paperwork of items. Until an item is identified, the player would only note it in a misc area and you, as the GM, have all the info.
Well yeah sure, but at the same time, nobody likes when a player remembers some item from six months ago and says, "Oh I have this blue potion but I don't remember where I got it from." In an ideal world, the DM will remember every little thing he gives every player, but that's not quite the reality of it, eh?
I don't see why they can't just have a check box saying properties hidden, and uncheck it. I want that for quest items and such as well not just for gear.
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Life before death. Strength before weakness. Journey before destination. I will protect those who cannot protect themselves, I will protect even those I hate so long as it is right.
We're doing our own book on Kickstarter! It's going to be amazing--300 pages, art, and so much high quality content you'll be drownin' in it... Click here to check it out and sign-up!
As a long time GM, I understand the value of directly interacting with the environment. But I'd still love to see this tool take a lot of admin load off of my game and my players. So, being able to go give someone an item that is masked, then remove the mask in pieces or in total as they discover it, would be vastly superior than doing it all on paper.
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The difficulty with this conversation is that it's very different from most of the ones I've had of late. Which, as I explained, have mostly been with trees. ~DA
I definitely think this falls under the area of the GM keeping good paperwork of items. Until an item is identified, the player would only note it in a misc area and you, as the GM, have all the info.
Well yeah sure, but at the same time, nobody likes when a player remembers some item from six months ago and says, "Oh I have this blue potion but I don't remember where I got it from." In an ideal world, the DM will remember every little thing he gives every player, but that's not quite the reality of it, eh?
The best way to handle this is to give the Player a number with the item. The number being a unique number that the GM can cross reference to recall what the item is. The can be speeded up if the GM gives the player a peace of paper with the basic details of the item with a number on it. (Probably a handwritten number so they go in order and the PCs won't realize they didn't find an item).
You can then use excel (perhaps from your phone) to keep track of the items and item numbers so that if a PC does remember they have the item you can quickly locate what is suppose to be, as well as always having that list on you. In excel it would also be easy to move the items to a list where you can keep track of the items the PCs have not identified yet.
I definitely think this falls under the area of the GM keeping good paperwork of items. Until an item is identified, the player would only note it in a misc area and you, as the GM, have all the info.
Well yeah sure, but at the same time, nobody likes when a player remembers some item from six months ago and says, "Oh I have this blue potion but I don't remember where I got it from." In an ideal world, the DM will remember every little thing he gives every player, but that's not quite the reality of it, eh?
The best way to handle this is to give the Player a number with the item. The number being a unique number that the GM can cross reference to recall what the item is. The can be speeded up if the GM gives the player a peace of paper with the basic details of the item with a number on it. (Probably a handwritten number so they go in order and the PCs won't realize they didn't find an item).
You can then use excel (perhaps from your phone) to keep track of the items and item numbers so that if a PC does remember they have the item you can quickly locate what is suppose to be, as well as always having that list on you. In excel it would also be easy to move the items to a list where you can keep track of the items the PCs have not identified yet.
That sounds awful. I've done similar things in the past, but this tool is supposed to alleviate a lot of the record keeping overhead that generally interfere's with creativity and roleplaying, not generate more of it. I'll be highly disappointed if the process you outline above is actually required once this tool exits beta.
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The difficulty with this conversation is that it's very different from most of the ones I've had of late. Which, as I explained, have mostly been with trees. ~DA
I definitely think this falls under the area of the GM keeping good paperwork of items. Until an item is identified, the player would only note it in a misc area and you, as the GM, have all the info.
Well yeah sure, but at the same time, nobody likes when a player remembers some item from six months ago and says, "Oh I have this blue potion but I don't remember where I got it from." In an ideal world, the DM will remember every little thing he gives every player, but that's not quite the reality of it, eh?
The best way to handle this is to give the Player a number with the item. The number being a unique number that the GM can cross reference to recall what the item is. The can be speeded up if the GM gives the player a peace of paper with the basic details of the item with a number on it. (Probably a handwritten number so they go in order and the PCs won't realize they didn't find an item).
You can then use excel (perhaps from your phone) to keep track of the items and item numbers so that if a PC does remember they have the item you can quickly locate what is suppose to be, as well as always having that list on you. In excel it would also be easy to move the items to a list where you can keep track of the items the PCs have not identified yet.
That sounds awful. I've done similar things in the past, but this tool is supposed to alleviate a lot of the record keeping overhead that generally interfere's with creativity and roleplaying, not generate more of it. I'll be highly disappointed if the process you outline above is actually required once this tool exits beta.
Yeah, but what happens when you give the players two unidentified swords that they earned months prior and just now get around to learning what they are, but only have the money/desire to discover what one of them is? At its best D&DNext may help with unique items, but not the Diamond we found in that cave from that one game (that they forget to mention is the giant one). When the PCs are sitting on like three or four diamonds. Yeah you could say the PCs grab a random diamond and give them a price, but that makes them assume the ones left that are smaller are worth less, even though you thought they grabbed a smaller one.
I'm just saying unique numbers makes it easier to identify exactly which item the PCs are talking about. I don't see how a computer program could make this any easier since the PCs would still be required to remember exactly where and when they got the item. Assuming that information isn't necessary then I don't see the need for the computer program to begin with.
If I'm being honest, as I let my players drive "inventory" (and just bless it session by session), they're in good habit of writing down WHAT they found (sword, diamond, etc.), any descriptors I have for those things (gold hilt, strange runes, odd shape, etc.), and where they found it (tower keep, hobgoblin dungeon, garden, etc.).
Between those sorts of notes, I have never (not ever) had a hard time keeping up with what is and isn't there and what's revealed and not. Even in the case of me, say, forgetting what something is I just make something up and roll with it. I've never had to maintain very complex accounting.
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I use Realm Works to manage this. It has a built in system for true and false names. So you can call the item by its true name and then set something like, metal sword with gem in hilt for the false name. As the player's learn more about the sword I make the snippets of information they have discovered to them visible via the player version. This also lets me track what they know on my end while allowing them to access it outside of the session should they desire.
Yeah, but what happens when you give the players two unidentified swords that they earned months prior and just now get around to learning what they are, but only have the money/desire to discover what one of them is?
My assumption is that items are linked in the DNDB tool. For instance, you have a card (as DM for that campaign) that has the full description & attributes of an item, and the player has a "linked" card that has a brief amount of info. When they get around to it, they select their card and it's highlighted on the DM's interface. So now you don't have to remember or index it or keep a Giant Spreadsheet of All the Stuff.
I use Realm Works to manage this. It has a built in system for true and false names. So you can call the item by its true name and then set something like, metal sword with gem in hilt for the false name. As the player's learn more about the sword I make the snippets of information they have discovered to them visible via the player version. This also lets me track what they know on my end while allowing them to access it outside of the session should they desire.
The difficulty with this conversation is that it's very different from most of the ones I've had of late. Which, as I explained, have mostly been with trees. ~DA
Yeah, but what happens when you give the players two unidentified swords that they earned months prior and just now get around to learning what they are, but only have the money/desire to discover what one of them is?
My assumption is that items are linked in the DNDB tool. For instance, you have a card (as DM for that campaign) that has the full description & attributes of an item, and the player has a "linked" card that has a brief amount of info. When they get around to it, they select their card and it's highlighted on the DM's interface. So now you don't have to remember or index it or keep a Giant Spreadsheet of All the Stuff.
I use Realm Works to manage this. It has a built in system for true and false names. So you can call the item by its true name and then set something like, metal sword with gem in hilt for the false name. As the player's learn more about the sword I make the snippets of information they have discovered to them visible via the player version. This also lets me track what they know on my end while allowing them to access it outside of the session should they desire.
This.
But how does this work for say two or three gems? And do you always make sure that you have sword with x completely different feature so you can keep track of different swords should the player want to identify the one from that cave eight game sessions ago?
But how does this work for say two or three gems? And do you always make sure that you have sword with x completely different feature so you can keep track of different swords should the player want to identify the one from that cave eight game sessions ago?
The DNDB tool would do this. The Campaign Manager should allow you to give out cards or tokens or some such (I use cards in my non-electronic games) that are linked to a card in the Manager. Then the player has a card that says "Shiny sword with purple gem", and the DM has a linked card with the real name and all the stats. As the player starts to discover the item, the DM can unmask portions of the players card, or the whole thing if they successfully identify it. No need for ME to keep track of anything as the CM would be doing this bit of tedious housekeeping.
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The difficulty with this conversation is that it's very different from most of the ones I've had of late. Which, as I explained, have mostly been with trees. ~DA
Generic loot such as gems gets tracked in Hero Lab as the player tracks manage all the weight tracking and automatically ensures they are not encumbered.
The only time we use Realm Works for that is with magic items. As magic items are generally rare in 5e it works really well.
It's going to be interesting to see how far they go with this. I suspect it will not be thus advanced. Not for a while at least. But only time will provide that answer.
During sessions I have come across items that are unidentified, whether it be potions or gems, some of which I cannot identify untill a later point in the game. Now of course if you like to keep a physical sheet this is all well and good, but if you are someone who uses electronic character sheets it can be difficult as not all character sheets are easy to work with.
I think it would be a good idea to have unidentified items within the items list with various weights and colours. Expanding on that, have unidentified items that that have adjustable stats. For example; you pick up a gem which you or anyone within your party can identify, so to put it in your inventory you select lets say 'Unidentified gem - purple' where you would then you select it's weight and change any other crucial information and therr you have it!
Another idea I had for these unidentified items is to have an 'Identify' option which randomly selects a specific item from that category.
Thanks for reading, let me know what you think.
F*@k trains. I like Dragons!
Surely, you would just create the item using the homebrew content. Having a purple Gem in your inventory is fine. It has a variable cost already depending on who the PCs sell the item to. With an appraisal they can guess how much the item is worth.
A Random Treasure generator could be useful, but unidentified items seem a little too focused, when you could replicate it with homebrew.
I would like that the DM could give you an item "Unidentified gem - purple" that is linked to an item that the DM only know.
Maybe a checkbox on the item that tells you its not identified.
When you identify it the DM removes the checkbox and you wil see what it is.
I'm not stupid. I'm just unlucky when I'm thinking.
Thanks,
You're absolutely right, you could just use the homebrew. I was more so thinking of having it to provide ease of use for newer users and to possibly speed up gameplay, although I guess it would all depend on how efficient the homebrew is.
F*@k trains. I like Dragons!
I definitely think this falls under the area of the GM keeping good paperwork of items. Until an item is identified, the player would only note it in a misc area and you, as the GM, have all the info.
There needs to be unied items. If not why would any of my players get the spell?
Life before death. Strength before weakness. Journey before destination. I will protect those who cannot protect themselves, I will protect even those I hate so long as it is right.
I don't see why they can't just have a check box saying properties hidden, and uncheck it. I want that for quest items and such as well not just for gear.
Life before death. Strength before weakness. Journey before destination. I will protect those who cannot protect themselves, I will protect even those I hate so long as it is right.
I don't think it's a big gain, but I'd be for it if it were there.
manysideddice.com
+ A Table of Contents That's Better Than Nothing (hundreds of creative, storied items that are "better than nothing")
+ A Table of Contents To Worry Your Players With (dozens of weird, storied traps to make your players nervous)
We're doing our own book on Kickstarter! It's going to be amazing--300 pages, art, and so much high quality content you'll be drownin' in it... Click here to check it out and sign-up!
As a long time GM, I understand the value of directly interacting with the environment. But I'd still love to see this tool take a lot of admin load off of my game and my players. So, being able to go give someone an item that is masked, then remove the mask in pieces or in total as they discover it, would be vastly superior than doing it all on paper.
The difficulty with this conversation is that it's very different from most of the ones I've had of late. Which, as I explained, have mostly been with trees. ~DA
The difficulty with this conversation is that it's very different from most of the ones I've had of late. Which, as I explained, have mostly been with trees. ~DA
If I'm being honest, as I let my players drive "inventory" (and just bless it session by session), they're in good habit of writing down WHAT they found (sword, diamond, etc.), any descriptors I have for those things (gold hilt, strange runes, odd shape, etc.), and where they found it (tower keep, hobgoblin dungeon, garden, etc.).
Between those sorts of notes, I have never (not ever) had a hard time keeping up with what is and isn't there and what's revealed and not. Even in the case of me, say, forgetting what something is I just make something up and roll with it. I've never had to maintain very complex accounting.
manysideddice.com
+ A Table of Contents That's Better Than Nothing (hundreds of creative, storied items that are "better than nothing")
+ A Table of Contents To Worry Your Players With (dozens of weird, storied traps to make your players nervous)
We're doing our own book on Kickstarter! It's going to be amazing--300 pages, art, and so much high quality content you'll be drownin' in it... Click here to check it out and sign-up!
I use Realm Works to manage this. It has a built in system for true and false names. So you can call the item by its true name and then set something like, metal sword with gem in hilt for the false name. As the player's learn more about the sword I make the snippets of information they have discovered to them visible via the player version. This also lets me track what they know on my end while allowing them to access it outside of the session should they desire.
Daplunk's YouTube Channel: Realm Works and Hero Lab Videos / Campaign Cartographer 3+ Videos
Realm Works Facebook User Group
The difficulty with this conversation is that it's very different from most of the ones I've had of late. Which, as I explained, have mostly been with trees. ~DA
The difficulty with this conversation is that it's very different from most of the ones I've had of late. Which, as I explained, have mostly been with trees. ~DA
Generic loot such as gems gets tracked in Hero Lab as the player tracks manage all the weight tracking and automatically ensures they are not encumbered.
The only time we use Realm Works for that is with magic items. As magic items are generally rare in 5e it works really well.
Daplunk's YouTube Channel: Realm Works and Hero Lab Videos / Campaign Cartographer 3+ Videos
Realm Works Facebook User Group
It's going to be interesting to see how far they go with this. I suspect it will not be thus advanced. Not for a while at least. But only time will provide that answer.
Daplunk's YouTube Channel: Realm Works and Hero Lab Videos / Campaign Cartographer 3+ Videos
Realm Works Facebook User Group