View Full Version : Identifying Magic Items
From a gameplay perspective, I can definitely see why it's easier to have magic items identified automatically during a short rest. As it says in the book, it's a bit of a pain dealing with "I did 8 damage plus the sword's bonus" all the time, and it's kinda dumb. However, it does seem a little hokey to instantly know everything about an item after five minutes.
So, here's my house rule suggestion, submitted for your approval:
- Enhancement bonuses are automatically known to the player after a short rest
- Special abilities are determined by an Arcana check, DC 15+ half the level of the item
- This check can be made during a short rest after finding the item, and then again with each extended rest after that
- Special abilities do not function at all until the character identifies them
- Characters receive a +2 circumstance bonus to the Arcana check if they previously saw someone else use the special ability
Thoughts?
I think this works out ok, overall.
Xaielao2
06-16-08, 03:52 PM
Nice. MY house rule is similar to this. You can determine enhansement bonus via a short rest.
Determining special properties or abilities requires the use of a custom ritual. Ritual: Identify Magical Properties which basically gives the user a short term ability to identify the magical property of any item they examine. It's a cheap ritual and doesn't cost very much. However extremely powerful magical items may require extra cost to identify. I like the Arcana check idea, I may work that into my ritual somehow, with DC being 10 + 1/2 items lvl.
MasterAaron
06-16-08, 03:56 PM
Hmm. I like that. I'd been trying to come up with a way to make identifying make more sense, and this seems simple enough to work well. I'd change the Arcana DC to 15 + item level, but I'm known for being evil with scaling DCs. =P
kenji508
06-16-08, 05:22 PM
- Special abilities are determined by an Arcana check, DC 15+ half the level of the item
Thoughts?
Im no wizard, but I think I could tell if my weapon was on fire....
It does look good though, I would make it so the check will give you game rules info for the item
But with his system the device doesn't work until you get the check, basically. You can know its a +3 longsword, but until you get Arcana check its just a +3 longsword, the arcana check lets it become a +3 flaming (frost) longsword
DanmarLOK
06-16-08, 07:26 PM
I agree that it's a little simplified to know everything about an item by looking at it for 5 minutes I do see the other side of the coin. An item that gives a passive bonus should keep giving it regardless of whether or not the wearer knows. Sting revealed the prescence of orcs for instance although it might not be apparently what the symbolism meant at first.
My initial reaction without having played yet is give the +/-'s regardless on things that go chop chop. Anything that is passive or at-will grant those after a little bit of examination and trying things. Encounter and daily based effects, make those take some research and the arcana checks fit that bill I think.
D
danhenneke
06-19-08, 07:35 PM
How about the fact that the wizard has to roll to detect magic, but we just get to identify by resting 5 minutes? Come on, DC 20 + 1/2 the effects spell level? We had a lvl 5 wizard with an 18 int, if he took 10, he would only be able to see upto lvl 3 auras.
ninetail
06-19-08, 08:23 PM
How about the fact that the wizard has to roll to detect magic, but we just get to identify by resting 5 minutes? Come on, DC 20 + 1/2 the effects spell level? We had a lvl 5 wizard with an 18 int, if he took 10, he would only be able to see upto lvl 3 auras.
Sure, but he could sense those auras through doors and walls. That's pretty useful, really.
squarecircle
06-26-08, 02:23 AM
The short rest makes sense to me. Think of it as the party's wizard taking 20 on his Arcana check. 5 minutes is plenty of time to take 20 on an Arcana check since it's normally a standard action, I believe.
AaronOfBarbaria
06-26-08, 02:54 AM
Wait... with this proposed house rule, do the effects of a weapon that happen on a critical become known automatically?
If not... then do they function in the event of a critical even if you haven't identified what they do?
If not... then I dislike the rule as it punishes characters that are not trained in arcana by too much.
And in the event of magic armors... do any automatic effects, such as the power of Razor armor to deal damage against anyone that has critically hit the wearer, become known upon identification or once they have been triggered?
If an item doesn't function in all passive ways (enhancement bonus, triggered effects, etc.) regardless of whether it has been identified correctly or not.. then you are just punishing the players with this rule.
jadermf
06-26-08, 01:54 PM
Man, I really like this house rule. It is way more 'realistic' than just knowing after 5 minutes of rest. Approved :D
Bloodwort
06-27-08, 04:30 AM
... I agree. It is hokey to think that by just handling the item for five minutes anyone can determine the powers of a magic item. I think self-identifying items should be the exception not the rule.
Maybe it's just my "style" of play. As the DM I'm recreating the Identify spell as a level 1 ritual. The ritual only takes 10 minutes to cast, requires 50 gold worth of "components*", and identifies one "power".
If the item in question has multiple "powers" then it takes another ritual to identify the additional power.
This way it adds more value to anyone in the party with the ritual caster feat. Plus it seems more "believable" for me. I haven't asked my players yet.
I need to decide what sort of bonus the player gets for rolling high with their arcana check, if any. Seems like they should gain something for having a high arcana skill.
What do you think?
*components = whatever the DM decides. It could be something simple, like rare herbs & oils, it could be a 50 gp worth of residuum, it could be a focus candle to help the player discern the magical properties, whatever.
... I agree. It is hokey to think that by just handling the item for five minutes anyone can determine the powers of a magic item. I think self-identifying items should be the exception not the rule.
Maybe it's just my "style" of play. As the DM I'm recreating the Identify spell as a level 1 ritual. The ritual only takes 10 minutes to cast, requires 50 gold worth of "components*", and identifies one "power".
Oddly this means that 4e Indentify is cheaper than 3e. I think that might be the first time that happened ;).
If the item in question has multiple "powers" then it takes another ritual to identify the additional power.
This way it adds more value to anyone in the party with the ritual caster feat. Plus it seems more "believable" for me. I haven't asked my players yet.
I need to decide what sort of bonus the player gets for rolling high with their arcana check, if any. Seems like they should gain something for having a high arcana skill.
What do you think?
*components = whatever the DM decides. It could be something simple, like rare herbs & oils, it could be a 50 gp worth of residuum, it could be a focus candle to help the player discern the magical properties, whatever.
Arcana check of X (probably 10-15) - 1 item
X+5 - 2 items
X+10 - 3 items.
Make it 100gp and a pearl, keep it with old stuff!