Tuesday, June 21, 2022

Magic Itemization: How Will I Know?

Early on in my long-running 5E game, I created physical cards for magic items. Players appreciated having a physical, tangible rules reminder, and long-time players accumulated entire decks of cards bound by rubber bands. When we pivoted to online play in the pandemic, the cards were replaced with less evocative (but still useful) digital cards.

But I wasn’t completely satisfied with this method. Magic items were not mysterious or dangerous. There was a rush of excitement when the card was revealed, but it faded quickly as the players boiled the item down to in-game applications. The PCs forgot about many of the magic items they found before ever using them, particularly in virtual sessions. What if we could make magic items a bit more, well, magical? A bit more mysterious?



Untested Rule: Advanced Identification

From page 138 of the DMG:

The identify spell is the fastest way to reveal an item's properties. Alternatively, a character can focus on one magic item during a short rest, while being in physical contact with the item. At the end of the rest, the character learns the item's properties, as well as how to use them. 

Instead, we institute the following:

A character can focus on one magic item during a short rest, while in physical contact with the item. They learn any “tags” on the item, as well as the first sentence of its description. They may be able to use the item, inferring its workings from trial and error; but the DM does not confirm speculation nor reveal mechanical details, only observed effects.

When a spellcaster uses the Identify spell – or equivalent magic – they learn any “tags” on the item; the first sentence of its description; and the number of sentences within the description. The spellcaster may also make an Intelligence (Arcana) ability check (DC 10 for a common item, DC 13 uncommon, DC 16 rare, DC 19 very rare, DC 22 legendary, and DC 25 for an artifact). They learn a number of sentences beyond the first equal to the margin by which their result exceeded the DC. A spellcaster may re-attempt this check only if they spend uninterrupted time focused entirely on the magic item in question; one hour (common), one day (uncommon), one week (rare), one month (very rare), one year (legendary), or one decade (artifact).

Ultimately this may be too much rigamarole. A mini-game may be a game the first time it’s engaged with; by the 20th time, it can easily become rote work. But I think it would restore the mystery and danger to magic items; a risk-reward calculation for their use; and an incentive to engage with them during downtime.

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