How do you handle magic items?

Maesenko
Maesenko
edited February 2014 in General Discussion
I prefer to run games with more emphasis on story and character knowledge instead of player knowledge, and I've been trying to describe items without just telling the players outright what it is and what it does. However, all of my players are used to video game-style "you know what it is immediately" and it bothers me. However in my exacerbation on the subject last session I just informed a player that the gift he received from his parents for his birthday (he's a child mage) was an "Amulet of Health +2" because nobody in the party bothers to take Identify and assume Detect Magic will tell them everything all the time. I felt pretty miffed about doing this because instances like this have gone on since the party first discovered magic items (and even though most of them are non-casters would not likely know what the item is anyways).

Anyways, my questions to the community: How do YOU handle magic items or other such equipment as fits your setting? How do you handle players who want everything up front as if they were playing a video game (a la Dragon Age or Diablo)? How do you deal with character knowledge or lack thereof about the items they come across in your campaigns?

_~Mae_
"Whispers in Tamris":https://whispers-in-tamris.obsidianportal.com/

~Mae

CotM Selection Committee

Comments

  • ketherian
    ketherian
    Posts: 203
    Hi Maesenko.

    My game is relatively low-magic; but there's a rule in the game that states that any user of a magical item will - after 24 hours, know inherently all features and pit-falls of the item. There are psionics that allow a character to perform something very similar to identify, and a psionic that is equivalent to detect magic (sensitivity - they perceive magic through their strongest senses). And, fortunately, many of my characters have one if not both.

    The really scary aspect of Harn is that, when items gain too many magical powers - they start to get smart. A device (magical item) with several powers could potentially take over its bearer. This can be good (giving the PC access to more combat skills or more knowledge) or bad (causing personality changes similar to demonic possession). Such items are very rare - so, while the party has only encountered 1 item like that; they're always testing for it and cautious around magical items.

    If the players want to know everything up-front, the game allows it and I can feed it to them. But typically I'll still give a description of its effects and powers first. Then provide the game shorthand.

    So - Amulet of Health +2.

    After you don the amulet you take a deep breath as the air feels subtly colder as you breath out. A light tingle runs through your body, waking you up and giving you that sensation of life - like right after a good stretch.

    Then I'd give them the game mechanics of how it works.

    As for interest - several NPCs (of varying status) would ask to see the amulet. They'd comment on its make and ask pointed questions about it. If the player-character admitted it was magical, it would probably get stolen (or at least an attempt would be made by a well-paid thief). If successful, there would be few if any clues leading the PCs to the thief, but even if not - it would spark a story.

    In addition, if the item was researched, there'd be legends - perhaps leading to a tomb or forgotten ruin - another story arc would soon follow.
  • twiggyleaf
    twiggyleaf
    Posts: 2,011
    Maesenko

    I understand your dilemma. In our games we generally do make Spellcraft rolls for Detect Magic (DC 15 + ½ CL) or even Knowledge Arcana (DC30). We used to use IDENTIFY a lot more when playing 3.5 but with it just being +10 in Pathfinder, we find we hardly ever need it.

    When we get to a big hoard of stuff we take a moment to do all the rolls and the treasurer marks it in the list if it is not immediately claimed or used. For those items unknown, we usually wait till later, or even get it done by “professionals” in town.

    In the days of 3.5, we would occasionally use ANALYSE DWEOMER but we have not reached high enough level in Pathfinder yet, and I am not convinced it would be all that effective, unless used on VERY HIGH LEVEL ITEMS or LEGACY ITEMS.

    Things like Cure Light Wounds Potions and Swords +1 we generally don’t have a problem just naming because it is highly unlikely that a group of people with more than one spellcaster will not be able to identify those items to some degree; however, if I were you I would ask for ROLLS on special items and occasional selected items. As long as your players are not having to do a MASSIVE LOAD of rolls for every single thing, I’m sure they won’t mind a bit of DICE ANXIETY now and again. There is always the possibility of that HORROR OF HORRORS – The Natural One!!!

    twiggyleaf
    CURRENT CAMPAIGN: "Mysteria":http://www.obsidianportal.com/campaigns/mysteria - set in Wolfgang Baur’s MIDGARD.
    Previous CotM Aug 2012: "Shimring":http://www.obsidianportal.com/campaigns/shimring

    "I met a traveller from an antique land....."

    CotM May 2016: Mysteria: set in Wolfgang Baur’s MIDGARD.

    Previous CotM Aug 2012: Shimring: High Level Multiplanar Campaign

    Inner Council Member

  • saethone
    saethone
    Posts: 153
    It's really best to discuss it with the group before the game starts. We have one game in Faerun where magic items are just another commodity, and one game in alternate earth where magic items are mysterious and ancient. Figure out how your group wants to play it. If they've only seen it one way, explain why the other might be fun. Its just important to make sure everyone knows they're on the same page before hand.

    "Theophagie":https://theophagie.obsidianportal.com/ - Houseruled D&D 3.5 in Alternate History Earth
    "Zeroed":https://zeroed.obsidianportal.com/ - GURPS Cyberpunk-Sci-Fantasy
  • Leonidas300
    Leonidas300
    Posts: 275 edited February 2014
    I have them set a group fund up from the get go that a half share of the treasure goes to. I as well as the group recorder charges expenses to it when needed. I use this fund for:

    Magical Item Identification
    Treasure Appraisal
    Spell Components - (non costly 3gp and under)
    Standard of living costs.

    These areas are important to a DM but its harder then hell to get players to dedicate any time to it, so with this fund I can cost it and not have to bog down the players or the game with a level of detail they don't especially enjoy.


    "Leonidas300":http://www.obsidianportal.com/campaign/metzger/wikis/leonidas300
    "A Manifestation of Chaos":http://www.obsidianportal.com/campaign/metzger/wikis/main-page
    COTM - Sept. 2012
    Post edited by Leonidas300 on
  • Keryth987
    Keryth987
    Posts: 1,047
    My group is fairly role play and story intensive. However, when it comes to magic items, we're fairly old school. We detect magic, take anything that glows and then when we're resting for the evening, identify all the magic items (via spell. Never had a mage in group without it) and distribute them by group consensus.

    Keelah Se'lai,
    Keryth
    "Shadows Over New York":http://www.obsidianportal.com/campaigns/shadows-over-new-york
    "2013 Campaign of The Year":http://blog.obsidianportal.com/2013-coty-shadows-over-new-york/
    "Campaign of the Month July 2013":http://blog.obsidianportal.com/shadows-over-new-york-julys-campaign-of-the-month/

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