Imagine
you are refereeing a session of your fantasy tabletop RPG of choice. At the
table, one of your players says the following:
·
“I try to figure out what the magic item
does.”
·
“I search the room for traps.”
·
“Does this room have any secret doors?”
How do you respond to that statement from a player? Do
you ask for more details about what their character does? Do you ask for a dice
roll? Maybe you do neither, assume they are successful, and provide them with
all the information you have?
Put a pin in that.
Let's look at another scenario.
Rewind.
Imagine that, before your player ever said one of
those above things, you simply provided them with the information outright.
That would look like:
·
“Upon searching the paladin’s corpse, you
find he was wearing a suit of +2 plate armor.”
·
“You walk down the hall. You notice there’s a
pressure plate on the floor and a slot in the wall for a blade to slide out. It’s
a trap!”
·
“Upon entering this room, you see a section
of brick on the east wall looks different from the surrounding brick. It is likely
a false wall.”
You may balk at reading some of the above statements, but
are those statements not what the “Passive Perception” skill of 5e encourages
(perhaps excluding the one about magic armor)? Perhaps also the “taking 10” on
Perception checks in Pathfinder?
Passive Perception gives a numerical value by which
to judge whether characters have access to information about the game world.
Passive Perception also assumes the character is aware and searching, even if
the player does not directly state so.
If a player character’s Passive Perception is higher than
the DC to notice a trap or secret door, wouldn’t you tell them information that
indicates the trap or secret door – even if the player did not directly state
they were searching for such?
///
I started thinking about the above issue when thinking about
a seemingly unrelated topic: how to handle magic item identification in the
games I run. I promise the above issue is related to the problem of
magic item identification, and I promise to explain that connection at the end
of this article. However, before moving on to talk about the solution I settled
on, let’s imagine another problem.
///
Let’s
“switch gears” and instead think about a gap between player skill/knowledge and
character skill/knowledge. Let’s imagine two scenarios:
·
A first-time player has a character who is a
magic-user; their character’s background involves the study of magic items at the local Arcane Community College.
·
A veteran player and former referee plays a
character who is a barbarian from Backwatersville; their character actively
avoids magic due to superstition, but the player has read descriptions of all
the magic items in the rulebook.
Now, let’s imagine those two players come across the same
magic item, the Silky Slippers of Spryly Springing.
In the first scenario (the newbie player with the magic-user
character), the player would not recognize the Slippers, but there’s a
significant chance the character would. How do you adjudicate that situation, when
the character probably knows more about something than the person playing them?
Conversely, in the second scenario (the veteran player
with the ignorant character), the player might recognize Slippers, but the
character likely wouldn’t. Would you expect that player to “play dumb?” Stay
silent? Even if you rule the character can’t take actions that assume knowledge
of the magic item, how would you react if the player shared their
knowledge of the magic item out-of-character with other players at the
table? What if one of those other players was the newbie with the magic-user
character?
///
I
posed the situations above because I think they speak to the fundamental issues
at stake when it comes to rules for magic item identification in fantasy tabletop
RPGs. Those issues are:
·
Access to information – when do you provide
information to players, how, and why?
·
Action adjudication: When a player’s
character tries to obtain information in the game world / a player asks you a question,
how do you adjudicate their action / answer their question, and why?
·
Player knowledge v. character knowledge – how
do you handle a situation where a character has access to more information than
the player? How do you handle a situation where a player has more access to information
than their character?
I don’t think there is a right solution to the problems
or questions above. The “right” solution depends on the kind of game you want
to run. When it comes to handling the identification of magic items, I think
there’s three factors to consider when answering the above questions:
- The nature of magic items within your game’s campaign
setting
- The core engagements you want to provide with
your game
- The rules system you use to adjudicate player
character actions
Speaking to the first point, it makes more sense for identifying
magic items to be difficult in a campaign setting where magic items are rare
and unique. Conversely, in a relatively high-magic setting (such as Golarion for
Pathfinder), it makes little sense to have player characters not recognize a potion
of healing when they find one. Therefore, the more common magic items are
in your campaign’s setting, the easier magic item identification should be.
Secondly, the way characters identify magic items should
depend on the core engagements you want your game to provide. If you want your game to be about kicking down doors, kicking tail, and chewing bubble gum, puzzle-solving by investigating magic items gets in the way. In that kind of game, simply telling players the
magic items they find when they come across them makes sense. For players
looking for abnegation in their game, having a magic item you can’t figure out
and use is no fun. Similarly, a high-fantasy game about epic adventures and heroic
quests to save the world wouldn’t suit a “mini-game” of futzing about to
identify magic items.
Identifying magic items through puzzle-solving and
experimentation best suits a game about solving new, unprecedented problems
with creative solutions – not murder-hobo-ing or high-fantasy-epic-questing.
The third point, about how the identification of magic
items depends on the rules system you use, is perhaps the most mutable. I think
every tabletop RPG recognizes the right of the people playing them to alter the
rules to their tastes. So, you reserve the right to change the rules to suit
the first two points (your campaign setting and the core engagements you want
to provide).
However, what the rules say about identifying magic items
is important to consider. For example, if running D&D 5e rules-as-written,
it’s hard to offer engagement involving the “discovery of magic items through
experimentation” when a player character has access to the identify spell
as a ritual.
///
All
of that being said, here are the rules I plan to use for my table. Our game is
a fantasy role-playing game based off early D&D. Therefore, the setting is
relatively low-magic, magic items tend to be rare and unique, and the game is
about solving unprecedented problems in unique and creative ways.
·
Upon touching a magic item with bare skin,
most people can tell most items are magical. There are some exceptions to this
rule; for example, some magic items could have their magic purposefully
concealed. However, most of the time touching a magic item elicits a sensation “butterflies
in the stomach,” “hair standing on end,” or “pins-and-needles.”
·
Character action and player problem-solving
trump dice rolls. If a character does something that would reveal the properties
of a magic item, they do so – no dice rolls necessary. However, they must specifically
describe what they do (ex. while wearing the slippers, they jump up and down or
run a short distance). Saying “I experiment with the magic item” or “I try to figure
out what the magic item does” is not enough.
·
Discerning the nature of magic items without
player specificity requires 1. character expertise and 2. a dice roll.
Specifically, identifying magic items without experimentation requires a
character to know the identify spell, which operates with the following
rules (note that these are based off the GLOG magic system, and therefore uses
magic dice invested in a spell).
Identify: Once each round
for [sum] rounds, you may make an Intelligence Check with a Target Number of (18
minus [dice]) to learn one fact per success about a magical enchantment
affecting a touched creature or object. For the duration, you must use the
object according to its function (ex. wear apparel or wield weapons). The
referee makes these checks in secret; a roll of 1 on the d20 reveals a false
piece of information about the enchantment(s), as determined by the referee.
|
And, for good measure, here’s a GLOG-based version of detect
magic:
Detect
Magic:
For [dice] x 20 minutes, you see a magical glow around enchanted creatures
and objects within [sum] x 15ft. The more powerful the enchantment, the
stronger the glow.
|
Lastly, player characters can also pay NPCs to identify
magic items for them. Their access to this option depends on the availability
of magic-using NPCs and the cost of their services, which player characters
must be able to afford with payment either in coin or in kind.
This system addresses the first problem because it describes how to react when a player tells you they want to "experiment to identify a magic item." If their character does not have expertise in identifying magic items, the player needs to be more specific.
This system also addresses the second problem because it describes how a player can circumvent their own lack of expertise when playing a character who knows more than they do. Even if a player can't deduce the qualities of a magic item (or doesn't want to spend the time to do so), they can circumvent their own lack of expertise through magic or services from non-player characters.
Of course, the issues of traps and secret doors are separate, but related, issues likely worth another entire article. So is the issue of how to handle a player with more knowledge in their own head than their character has - something that's been hotly debated since the conception of tabletop RPGs. Again, it's a related challenge worth more words than I can devote here.
This system addresses the first problem because it describes how to react when a player tells you they want to "experiment to identify a magic item." If their character does not have expertise in identifying magic items, the player needs to be more specific.
This system also addresses the second problem because it describes how a player can circumvent their own lack of expertise when playing a character who knows more than they do. Even if a player can't deduce the qualities of a magic item (or doesn't want to spend the time to do so), they can circumvent their own lack of expertise through magic or services from non-player characters.
Of course, the issues of traps and secret doors are separate, but related, issues likely worth another entire article. So is the issue of how to handle a player with more knowledge in their own head than their character has - something that's been hotly debated since the conception of tabletop RPGs. Again, it's a related challenge worth more words than I can devote here.
But there you have it… a rather consistent system I plan
on using for future games of the old-school rules hack I’ve made (whose rules will get
around to posting / explaining, at some point). In the meantime, I hope you find this system helpful, or at least interesting.
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