4E: Identifying Magic Items
Previously, I talked about how appraisal works in 4E. In a similar vein, I was initially resistant to how identifying magic items was changed in 4E. No longer was ''identify'' or ''analyze dweomer'' necessary - if you think someone's magic, just take a rest, feel it up, and - voila! You know everything there is to know about the object (barring unique things like artifacts). That had to be wrong - it was too easy! Not to mention that that's the way it works in computer games. Thus, a bad idea - right?
Actually, no. Now, like appraisal, some people maintain that being able to easily identify magic items takes the mystery from the game. But again, I would say that if something is happening on a regular basis (and finding magic items in D&D - any edition - is generally a regular event), then it goes from "mystery" to "routine annoyance". Identification as it stood in 3.5 was simply a speed bump to keeping a few useful items and selling a bunch of other stuff as well as a siphon for monetary resources (for the 100gp pearls, whether to pay an NPC or for the party's wizard to use, at least until the PCs had access to analyze dweomer).
One nice thing about this technique is that it helps alleviate how a buyer of an item knows what they're getting is legit without having to spend the money or resources on identification magic. On the other hand, I can also see this being an issue with rules lawyers. According to the book, you don't have to know something is magic in order to handle it to determine its powers (thus undermining the primary use of the detect magic aspect of the Arcana skill). I can easily see a group of PCs scooping up everything that's not nailed down on an adventure and then "handling" all of it when they get a chance (we've all known people like that in our games; one in particular comes to mind for me). No need to detect magic on the treasure. That hasn't been a problem for my current group, but it's still something I think needs to be addressed. My current thought is that you can't handle something to identify it if you don't already know it's magic. It's a little contrived but it's simple and doesn't require additional die rolls, subsystems, or anything like that (and "knowing" something is magic extends to, say, the evil villain's sword - you don't have to make an Arcana check on it since you saw it burst into flame and fly around the room under its own power).
Actually, no. Now, like appraisal, some people maintain that being able to easily identify magic items takes the mystery from the game. But again, I would say that if something is happening on a regular basis (and finding magic items in D&D - any edition - is generally a regular event), then it goes from "mystery" to "routine annoyance". Identification as it stood in 3.5 was simply a speed bump to keeping a few useful items and selling a bunch of other stuff as well as a siphon for monetary resources (for the 100gp pearls, whether to pay an NPC or for the party's wizard to use, at least until the PCs had access to analyze dweomer).
One nice thing about this technique is that it helps alleviate how a buyer of an item knows what they're getting is legit without having to spend the money or resources on identification magic. On the other hand, I can also see this being an issue with rules lawyers. According to the book, you don't have to know something is magic in order to handle it to determine its powers (thus undermining the primary use of the detect magic aspect of the Arcana skill). I can easily see a group of PCs scooping up everything that's not nailed down on an adventure and then "handling" all of it when they get a chance (we've all known people like that in our games; one in particular comes to mind for me). No need to detect magic on the treasure. That hasn't been a problem for my current group, but it's still something I think needs to be addressed. My current thought is that you can't handle something to identify it if you don't already know it's magic. It's a little contrived but it's simple and doesn't require additional die rolls, subsystems, or anything like that (and "knowing" something is magic extends to, say, the evil villain's sword - you don't have to make an Arcana check on it since you saw it burst into flame and fly around the room under its own power).
