Thursday, July 23, 2015

Identifying Magic Items

In my Overworld campaign dungeon crawls, I use Exploration Turns when the party is exploring.  During one Exploration Turn, PCs can each move, in any order they desire, and perform one action.  After each Exploration Turn, someone rolls 1d6, and if a 1 comes up, there's an Unexpected Event.  This keeps the pressure on the PCs, and makes things, like rolling to open stuck doors, actually important.  These turns are abstract, representing a period of time exploring an area, and not 6 second combat rounds.

When PCs discover potentially magical items, and wish to identify them, they can spend their entire Exploration Turn studying the item.  If they succeed in an INT(Arcana) Check, they can determine what the item is.  The DC of the Check depends on the item's rarity:





Common: DC5
Uncommon: DC10
Rare: DC15
Very Rare: DC20
Legendary: DC25

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