Hey good afternoon. Damon is sick and will be canceling tonight. His stomach is upset and he has barely gotten out of bed. My question to you all is do you want to do something tonight? The rest of my week is booked with Christmas stuff so moving to another night is not an option for me. I'm up for anything..... or nothing... Matt Mckeehan Citrix LAN Supervisor Admin Office of The PA Courts PA Supreme Court (717)795-2063 (717)514-9446 mobile -----Original Message----- From: Johnathan Detrick [mailto:jdetrick@xxxxxxxxxxx] Sent: Monday, December 09, 2002 11:33 AM To: dungeoncrawl@xxxxxxxxxxxxx Subject: [dungeoncrawl] Re: Magic items I think that's my biggest problem when I'm DMing; I want the players to know what the item is, because I don't feel like doing the bookeeping. Let them write it down. If I don't tell them, I'll forget. widderslainte wrote: > > -----Original Message----- > > From: dungeoncrawl-bounce@xxxxxxxxxxxxx > > [mailto:dungeoncrawl-bounce@xxxxxxxxxxxxx] On Behalf Of > > Johnathan Detrick > > Sent: Monday, December 09, 2002 11:05 > > To: dungeoncrawl@xxxxxxxxxxxxx > > Subject: [dungeoncrawl] Re: Magic items > > > > > > > > I was wondering what had happened to you! Glad to hear > > you are still among the living. > > Too many little things. Damn real world interfering with gaming. > I have a stack of half-finished emails that I never got to. > > Has anyone look at the falling damage in 3E? 400lb rocks dropped from > heights make dracohydras go splat. > > > How we do item identification depends on the DM, how > > close we are to quitting time, and how everyone's day went. > > Honestly, it varies that much. Most of the time we let the > > In campaigns after the Riders it came down to this: > > - Detect Magic will give you a hint (school of magic, etc) > - Identify will tell you everything, but I enforced the 8 hour casting > time, and the need for the 100gp pearl. I had a little chart somewhere > giving % roll availability of these pearls in communities of different > sizes. > - Depending on the nature of the item, playing around may give you some > idea - I allowing spellcraft or appropriate skill checks. In the case > of weapons or armor, using it in combat would tell you whether the > "plus" was better or worse than a similar weapon. That way characters > weren't trying to carry around a stack of swords. > - I kept a list of items, identified by color, material, and/or ID > number, so I knew what players had. "I drink blue potion #3" > > Since you guys are short on playing time, you could try doing spellcraft > (or appropriate) skill checks against a DC based on the item's > obscurity, rather than the straight 40%. > > S.