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Post by smubee on Feb 17, 2016 0:35:56 GMT -6
If a player finds a sword that is +3 vs Trolls for example, do you tell them that it's +3 vs Trolls, or do let them figure it out?
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Post by tkdco2 on Feb 17, 2016 4:24:51 GMT -6
If the situation comes up during play, the player finds out during the game. Otherwise, the DM told the player after the game. This was usually because we rotated DMs, and someone else might run the next session.
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Post by Finarvyn on Feb 17, 2016 5:36:26 GMT -6
Gary always charged folks for the information. There was a character called the "striped mage" who could identify items at a cost, and I think he just told them on the spot and charged them later when they hit town.
Otherwise, that's why the "identify" spell was created.
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Post by smubee on Feb 17, 2016 23:01:20 GMT -6
Gary always charged folks for the information. There was a character called the "striped mage" who could identify items at a cost, and I think he just told them on the spot and charged them later when they hit town. Otherwise, that's why the "identify" spell was created. Interesting, I was going to do something similar -- have an old wizard working in a shop just sitting around identifying strange items. I'm just whipping together a small dungeon to run my mom and her boyfriend (who has never played) through, so just wanted to see what the best option would be for identifying treasure. Thanks!
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Post by tkdco2 on Feb 18, 2016 1:17:02 GMT -6
I knew players who didn't like to part with the gold their characters found. They'd haggle and/or cheat in order to avoid paying up. But that's another topic.
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Post by Porphyre on Feb 18, 2016 6:38:16 GMT -6
Don't have access to my PDF version, but it seems to me that the properties of a magical sword are automatically communicated by the (intelligent) sword to its owner, either my empathy, telepathy or speech (according to the int level of the sword), but maybe I have it mistaken with an ultérior edition.
Usually , I avoid keeping players in the dark about the magical properties of their items for too long: game sessions are too much far and between , I it saves me keeping secret notes taht I might forget (players -in the other hand- *never* forget theit bonuses!)
Also, I don't use the extended spell lists so the "Identify" spell is not available, but I allow MU to use "Read Magic" to decypher "magical runes and engravings" on the blades; and a Savig Throw against magic also works for identifying the magical properties of an item.
(finally, I think I might steal the 5th edition "Atunement" mechanic)
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Post by Finarvyn on Feb 18, 2016 10:35:37 GMT -6
I knew players who didn't like to part with the gold their characters found. They'd haggle and/or cheat in order to avoid paying up. But that's another topic. In Gary's game you never cheated the Striped Mage. He was basically harmless unless you tried to cheat him or steal from him, but in those cases he would unleash full DM power upon you. Not a pretty sight.
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Post by Porphyre on Feb 18, 2016 15:11:02 GMT -6
So: Swords with Intelligenece above 6 can communicate their powers to the owner , but "low intelligence" swords can't
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