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Skyscraper Sergeant
 659 Posts



 Montreal
 | | 12/15/2006 1:03 PM |
| My question for today: does anyone use alternate rules for identifying magic items?
I've introduced one in my game, where knowledge(arcana) can be used to identify items. The DC is determined according to the price of the item. I start it out at DC 15 for the less costly items, and bring it well over 30 for the more costly items (probably in the 40s or 50s or more for the artifacts? Dunno, the question never arose.)
The idea is to remove the necessity of having to identify items, which in my point of view is mainly a loss of time and doesn't bring anything to the table.
I remember that, in my old 1st Ed. game, my players, when at lower levels and out of "identifies", would put on a ring, start flapping their arms, jump from a table, put their finger over a flame, put their face in a bowl of water, and so on. It was rather funny at times, but usually it was just a bummer having to go through the entire checklist, which either yielded that they found out what the ring did, or didn't. A simple knowledge check does the same thing, but isn't limited to effects that have a clear and immediate effect.
So. Do you use alternate magic item identifying rules? If so, what are they? I believe YRM_DM suggested that they used some alternate rules in another thread... i'd be interested to hear about it.
Sky
| | The wise man doubts often. The ignorant, sometimes. The fool, never. | |
| gss_000 Commander
 3204 Posts



 Baltimore, MD
 | | 12/15/2006 1:32 PM |
| I personally don't use them, although I can see their use. I find that I like the wariness of "what the heck does this do" that creeps into the game because of the time and efort identifying items brings. What I do instead, is for items like potions if you have one or used one in the past, you can idntify it since alchemy is more like cooking in my mind where it doesn't change from maker to make that much. Other items can be so widly different in look due to style, markings, etc, that this doesn't work.
Basing identification on a skill does two things I don't like. One: Skills can get really high really quickly so that it is absurd. 30 is not a high number even at mid levels. Two: It removes the effectiveness of cursed items. I don't see them that much, but the fear that what you have could kill you is gone because identification is too easy. I can't remember if there is a rule that specifically covers this, but using a skill to get partial abilities, like school of magic or a basic clarification of its ability (protection, glammer, resistance, boosting abilities, etc) would be something I could get behind. Then you'd only have certainty with the Identify spell. | | Completed trades: blackthorne, Drakkengi,Thorgrin, Ironfist Boulderbender x2, ckissee, nasamonkey, Username, Star, Ace13 x3, emontedodger x2, Drconveyor, church, Joeyb, Sir Bozak The Damned, Xeromod, the other guy x2, Qucalion of Celene, Dagaron x2, berus316, qillan_dvra, AshloreDarkShadow
For further info go to My Reference Thread and Trade Interface
Champion of Radiant Sevant | |
| yack Commander
 3152 Posts



 Ottawa, Canada
 | | 12/15/2006 1:34 PM |
| I don't really have any but great topic. Also I might try your DC15 arcana knowledge check.... I like that idea! | | Champion of the Peryton Vindicated Champion : Pit Fiend, Devourer ATG: Fog Giant DW: Duergar Priest RPG Only!!!! The Drumming Drunkn' DM | |
| Star Sergeant
 978 Posts



 New Britain, CT
 | | 12/15/2006 1:46 PM |
| I agree with GSS_000 - basing it on a skill makes it far too easy. I don't use a lot of cursed items so that isn't a major concern for me, but I want my PC's to do a little legwork to know exactly what an item is. I don't agree with every rule in the PHB but taking away the time it takes to cast identify as well as the cost seems unbalancing to me. I don't want them to go through the secondary fights and be able to use the magic items they find on the BBEG. The point of the secondary fights are to weaken the party prior to facing the BBEG.
That said, I don't have a problem with the PC's making a DC 25 spellcraft check to identify a potion - especially if they've used that potion before. By third level or so every D+D character should know what a potion of cure light wounds looks like. | | Champion of Gromph Baenre | |
| maijstral Underboss
 2105 Posts



 | | 12/15/2006 2:20 PM |
| I usually let my players identify potions with alchemy or spellcraft checks just to save time,and who wants to pay 100 gps to identify a 50 gp potion. Other items can be identified through use and time if they are willing to take the chance.If they wear or use and item over time they can slowly learn its magic ability i will tell them the plus on a shield or armor if they have worn it for a while but unless some special ability comes into play they may never know that without a n identify (metagameing lets them figure out a plus anyway but this way they take the chance the item isn't cursed by wearing it).
eventually,in every campaign, the party either creates or I give them some item that lets them identify things on the fly. I'm not sure if this is officail or not but I don't allow cursed items to be identified as cursed items with an identify spell. They are identified as there noncursed equivelent that being part of the curse, that you don't know they are cursed. A bardic knowledge check can sometimes tell if the item is cursed but its a pretty high DC unless its a well known cursed item. | | | |
| gss_000 Commander
 3204 Posts



 Baltimore, MD
 | | 12/15/2006 2:51 PM |
| eventually,in every campaign, the party either creates or I give them some item that lets them identify things on the fly.
Funny you menton that. In the game I'm in rigt now we're just about to buy our standard wand of identify. | | Completed trades: blackthorne, Drakkengi,Thorgrin, Ironfist Boulderbender x2, ckissee, nasamonkey, Username, Star, Ace13 x3, emontedodger x2, Drconveyor, church, Joeyb, Sir Bozak The Damned, Xeromod, the other guy x2, Qucalion of Celene, Dagaron x2, berus316, qillan_dvra, AshloreDarkShadow
For further info go to My Reference Thread and Trade Interface
Champion of Radiant Sevant | |
| Skyscraper Sergeant
 659 Posts



 Montreal
 | | 12/16/2006 9:38 AM |
| Posted By gss_000 on 12/15/2006 1:32 PM I personally don't use them, although I can see their use. I find that I like the wariness of "what the heck does this do" that creeps into the game because of the time and efort identifying items brings. What I do instead, is for items like potions if you have one or used one in the past, you can idntify it since alchemy is more like cooking in my mind where it doesn't change from maker to make that much. Other items can be so widly different in look due to style, markings, etc, that this doesn't work.
Basing identification on a skill does two things I don't like. One: Skills can get really high really quickly so that it is absurd. 30 is not a high number even at mid levels. Two: It removes the effectiveness of cursed items. I don't see them that much, but the fear that what you have could kill you is gone because identification is too easy. I can't remember if there is a rule that specifically covers this, but using a skill to get partial abilities, like school of magic or a basic clarification of its ability (protection, glammer, resistance, boosting abilities, etc) would be something I could get behind. Then you'd only have certainty with the Identify spell. The knowledge skill doesn't get that high. I don't allow to take 10 or take 20 on the skill check, it's a single roll, every time you identify an object, including potions you already have (unless they come from the same source - i'm of the mind that you can have potion of CLW that taste like apples form cleric A and cherries from cleric B, so to speak :-) ). At level 10, you can get something like a +15-17 on your skill check, so basic potions will be an automatic identify (if you max out), which is what everyone on this board seems to agree on anyway. For a basic ring of protection +1, the DC will be somewhere around 20, so you might have 80% chance of identifying. For +2, it might be somewhere around 25, so it's around 60%. I find that, for a level 10 character who invested fully (13 ranks plus INT bonus) in his magical knowledge skill, it fits to be able to understand magic items like that.
For cursed items: i havent introduced any yet, but the point is good. I think i would probably work like follows: say the item is a cursed ring that weighs you down but is made to look like a ring of feather fall, i'd probably provide a DC 15 check to determine that it's a ring of feather fall (easier than usual since the makers *want* you to think it's this ring, so there might be some clues hinting towards feather fall such as a rune that means "feather" in an old tongue on the inner surface, etc...), and a DC 25+ check would result in the PC finding out that it's a cursed ring.
In my campaign, the sorcerer (the only arcane spellcaster) doesn't even have identify as a spell. As a result, the entire identification relies on his and the cleric's knowledge skills. The occasional item they can't identify, they do it when in the city, but it can sometimes take 5+ sessions before they get it done.
Sky | | The wise man doubts often. The ignorant, sometimes. The fool, never. | |
| YRM_DM Sergeant
 902 Posts




 | | 12/16/2006 12:39 PM |
| I use alternate rules suggested on the Wizard's website.
It's not too easy at all, and, if an item is DC35 to ID, it's DC45 to catch the curse part of it. So allowing ID without the spell actually makes it more likely that a player would THINK they succeeded and not bother with the valuable 100gp pearl (always track valuable Spell Components, and if your not over generous with money, it becomes a big factor).
This comes right from Wizard's site.
WoTC Article
Solution 2: Spellcraft
The Spellcraft skill already allows characters to identify potions (DC 25) and scroll spells (DC 20 + spell level), so why not broaden it to include other magic items as well? Using Spellcraft, a character can identify a scroll in 1 round or a potion in 1 minute. You as DM must decide the time required for any other item, but most if not all should fall into one of those two timeframes. If you want to make it simple, just rule that a scroll takes 1 round and any other item takes 1 minute. That way, characters still can't identify most items in the middle of a battle, but they can do so as soon as the battle is over and then move on.
As a guide to setting Spellcraft DCs, you could use the prerequisite level for the relevant item creation feat. Potions (based on Brew Potion, minimum caster level 3rd) are DC 25 and scrolls (based on Scribe Scroll, minimum caster level 1st) begin at DC 20. By that logic, arms and armor and wands (minimum caster level 5th) should be DC 30, rods (minimum caster level 9th) should be DC 35, and rings and staffs (minimum caster level 12th) should be DC 40. Wondrous items (minimum caster level 3rd) should be relatively easy to identify (DC 25, the same as potions), but I suggest setting the DC at 25 for minor wondrous items, 30 for medium items, and 40 for major items.
If you want to make identifying magic purely a Spellcraft-based mechanic, you could change the identify and analyze dweomer spells so that instead of just identifying items, they provide bonuses to the caster's Spellcraft checks for identifying magic. Perhaps identify gives a +20 bonus on one check, and analyze dweomer gives a +20 bonus on every check made for the duration of the spell. You might also think about giving a character with the relevant item creation feat a +2 circumstance bonus (if not more) on checks to identify magic. That technique gives a character with Craft Wands a better chance to identify a wand than someone without the feat.
-snip-
Nowadays, cursed items are rarely seen in D&D. But if you want to keep that possibility in play, you could use the Spellcraft, Appraise, or lore techniques described above and add +10 modifier to the DC to discern that an item is in fact cursed, since most cursed items appear as beneficial ones to normal identification.
It also has similar recommendations for bardic knowledge and the like.
The checks aren't too easy. At Level 11, a Wizard can have 14 ranks in Spellcraft, and maybe a +5 or +6 INT.
That only gives them a guaranteed shot of IDing potions, and a good shot of IDing minor items.
It's about 50-50 on a medium item, and it still takes a full minute (10 rounds)... enough that you can't do it with a looming battle (or during).
You still need the identify spell for most arms and armor, because you need the +20, so, you still have to carry around a few 100gp pearls.
We've been using this for months. You don't have to try it, but, for us, using the typical wealth levels and all, it seems to be fine, and improves the flow of identifying. | | Completed good trades with Demagogue, PigSnot, DoB, and Alepulp.
I know you can hear MY thoughts... Meow, Meow, Meow, Meow, Meow, Meow, Meow, Meow... | |
|  zenthrus Commander
 4788 Posts



 SLC, UT
 | | 12/16/2006 11:23 PM |
| Posted By YRM_DM on 12/16/2006 12:39 PM We've been using this for months. You don't have to try it, but, for us, using the typical wealth levels and all, it seems to be fine, and improves the flow of identifying. Our group used that system for most of the year. Recently we switched back to identifying items per the PHB.
I vastly prefer the Spellcraft for identification system (starting at base DC 25). Standard identification rules take up too much game play time. By switching to a skill check (with bonuses from the appropriate spells) the process is faster but still requires the sacrifice of some cash (to fund the +20 bonus).
I would be very careful lowering the base DC to 15. 15 is an easy check at 1st level (4 ranks + 3 Int + 3 Skill Focus = 75% success rate) and by 10th level a PC could easily be rolling the check with a 20+ modifier (13 ranks + 5 Int + 3 Skill Focus + any prestige class bonuses). Identifying magic items shouldn't be a detriment to the game, but it also shouldn't be too easy.
| | Knight Warlord a.k.a. Commander (#32) in only 6 months. Where's my pie? Champion of Dwarven Thunderlashers Knight of the Large Dire Chicken Have/Want List Trade References | |
| YRM_DM Sergeant
 902 Posts




 | | 12/17/2006 9:14 AM |
| Yeah, about mid level, an arcane caster with synergies and good INT can ID a potion almost 100% of the time at DC25.
At earlier levels, it's actually fun to go through and see what you can identify without casting the spell.
DC 15 would be automatic too early.
BTW, Zenthrus, why'd you switch back if you liked the spellcraft system better? Did others in the group not like it? Could the give a reason?
Our group likes it too. I can't think of a reason why we'd switch back... it's actually made IDing items kind of fun instead of a total chore. | | Completed good trades with Demagogue, PigSnot, DoB, and Alepulp.
I know you can hear MY thoughts... Meow, Meow, Meow, Meow, Meow, Meow, Meow, Meow... | |
| Skyscraper Sergeant
 659 Posts



 Montreal
 | | 12/17/2006 9:35 AM |
| Good comments all. I'll think about raising the base DC to 20.
Also, interestingly, i've also house-ruled that the spell "identify" would provide a +20 bonus to the skill check. And i never saw the Wizard's post!
Sky | | The wise man doubts often. The ignorant, sometimes. The fool, never. | |
| YRM_DM Sergeant
 902 Posts




 | | 12/17/2006 12:23 PM |
| FYI, if you're going by the book.
Base DC for scrolls is 20. Base DC for potions is 25.
If you do make the base DC for a magic item 20, it'll be easier to identify than a potion unless you change that rule. | | Completed good trades with Demagogue, PigSnot, DoB, and Alepulp.
I know you can hear MY thoughts... Meow, Meow, Meow, Meow, Meow, Meow, Meow, Meow... | |
|  zenthrus Commander
 4788 Posts



 SLC, UT
 | | 12/17/2006 10:02 PM |
| Posted By YRM_DM on 12/17/2006 9:14 AM BTW, Zenthrus, why'd you switch back if you liked the spellcraft system better? Did others in the group not like it? Could the give a reason?
DM change for a bit. He's new so wanted to limit everything to the PHB by the book. When I retake the helm, we'll be back onto the Spellcraft system for identification.
| | Knight Warlord a.k.a. Commander (#32) in only 6 months. Where's my pie? Champion of Dwarven Thunderlashers Knight of the Large Dire Chicken Have/Want List Trade References | |
| Zoons Underboss
 1054 Posts




 | | 12/18/2006 8:54 AM |
| | Awesome discussion gentlemen.
I really think my group needs to brooch this topic too. | | Never teach a pig to sing. It's a waste of time and it annoys the pig.
Champion of the Blink Dog. | |
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