Playing 5e DnD without the Identify spell. In my current campaign, for plot related reasons, detect magic and identify aren't working any more. Its an experiment, and it's been massively more successful than I could have hoped. I'll explain why. 1/N. #ttrpg#dndsessions
It took a while for the players to get used to it, they had expections of immediately knowing everything about magic items. Now they carefully study things they find. They look for clues found with the items, they think about what kind of items the owner would have had. 2/N
But most fun they experiment. They sip potions, they find a quiet corner of the desert to fire off a charge from a wand, they role-play working it out. And they are loving it. Its a journey of discovery, and there have been so many funny moments. 3/N
It's a tiny bit more prep for me, I have to leave clues, give them an extra charge to waste on experiments, describe potions in more detail. Most of all, items have to make sense. How did that necromancer carve such a perfect cave in the rock: with the wand of stone shape. 4/N
It's funny, the artificer who had lost the most not being able to cast identify, is loving it. She experiments and thrives on the challenge. I highly recommend trying this, like these magical experiments my players are doing, what have you got to lose? 5/5
• • •
Missing some Tweet in this thread? You can try to
force a refresh