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Read Magic and Item Identifying

Posted: Sun Aug 09, 2020 1:56 pm
by RecklessRoleplayer
Hey guys, I only just today found out that the core rules of BFRPG doesn't include a default Identify spell, and fell down a rabbit hole of different methods people had, and was surprised I couldn't find one built upon the core Magic Research rules (maybe I missed one idk).

So I messed around and came up with my own version using the pre-existing Read Magic spell as I thought it fit in well with not wanting to add entirely new rules and it fitting well in theme.

Feedback is more than welcome, also I don't currently have all the fonts from the templates I know some of them are wrong :lol:

ReadMagicRevamp-by-RecklessRoleplayer-r3.odt
(35.22 KiB) Downloaded 51 times
ReadMagicRevamp-by-RecklessRoleplayer-r3.pdf
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Re: Read Magic and Item Identifying

Posted: Sun Aug 09, 2020 2:18 pm
by daryen
Analyze Magic is a second level Magic-User and Spellcrafter spell that is included in New Spells. Presumably, any arcane caster (including Illusionists and Necromancers) may also use it. When I get done with the update to New Spells, I hope to also add Analyze Dweomer as a sixth level Magic-User (and subclasses) spell.

As for the base game, my assumption would be that PCs are not supposed to be able to figure out what a magic item is. Either you use it and deal with the consequences, or you wait until you get back to town and pay a Sage/Magic-User to examine it for you.

Also, as a heads-up, please make sure you include the odt file with the pdf file. It's kinda a requirement ...

Re: Read Magic and Item Identifying

Posted: Sun Aug 09, 2020 2:42 pm
by RecklessRoleplayer
Yeah I'm aware of Analyze Magic, I just wasn't a huge fan of it's design in terms of how vague it can be and the fact that is an entirely new spell, rather than reusing a spell that can easily serve multiple purposes and making it mesh with the rules for actually making items, so it makes some sense to me it would have a relation to identifying them. Different strokes, I definitely don't intend for it to be used along side such a spell, probably should have noted that.

Yeah I'm sure you weren't meant to by default given it's not included at base, but personally I find that more frustrating then my players do, since I like NPCs working similarly to the players rather than just "they can do it if you pay them enough" unless they're really high level NPCs.

Will add in the .Odt asap

Re: Read Magic and Item Identifying

Posted: Sun Aug 09, 2020 3:23 pm
by daryen
Well, the "do you fell lucky" approach is very much the old school approach. Which is why it is probably used as the default. Even when Bilbo and the dwarves found the troll's loot, they didn't know what they had until Elrond told them. (I.e. they consulted the relevant sage.)

The other most common approach is to just tell them. Obviously the GM lies if it's cursed, but for them most part just tell them what they have.

But then I have already introduced a couple things that I am sure no one else cares about and BFRPG is all about sharing your take on things!

Re: Read Magic and Item Identifying

Posted: Sun Aug 09, 2020 3:40 pm
by RecklessRoleplayer
Posted R2 fixing table inaccuracies, changing some phrasing so it's clearer and removing mention of Magic-User in favor of caster, adding a simple "CASTER 1" in its description. Also a note not to use it with other optional identify spells

Re: Read Magic and Item Identifying

Posted: Sun Aug 09, 2020 3:46 pm
by RecklessRoleplayer
I do agree with that given I favor low magic settings by default, I just dislike my casters players not having a concrete way for them to try on their own before hitting the books(in game) or getting outside help, it's fine for early levels but later on it's just kinda embarrassing for the characters themselves.

Re: Read Magic and Item Identifying

Posted: Sun Aug 09, 2020 9:06 pm
by Solomoriah
Analyze Magic is my spell. I created it in response to the classic version of Identify, not found in the coverage target edition but in the more "advanced" game. I didn't like how it was put together, to be honest, especially that versions dependency on an expensive material component as a primary limiter. It needed, I felt, more "organic" limits. And the vagueness is mostly because it does not help suspension of disbelief to tell the caster "it's a sword +4" or whatever.

Re: Read Magic and Item Identifying

Posted: Sun Aug 09, 2020 10:06 pm
by RecklessRoleplayer
Just gave the advanced version a look and it is brutal, definitely understand why you made your work as you did given that.

In hindsight after designing my own version and sleeping on it I am liking AM more on rereading it, but I will keep making more edits to this version so my players and I have the option for a more rules consistent version.
Definitely removing not being able to retry I was very tired obviously.

Re: Read Magic and Item Identifying

Posted: Mon Aug 10, 2020 4:49 am
by RecklessRoleplayer
R3 - Removed inability to retry, but added a time penalty for the particular item feature.
Reduced Detect Magic bonus to 10%, reduced bonus/level penalty to -10%. Looking over it again I decided identifying items shouldn't be harder than literally making magic items. A bit of an oversight. :oops:

Rewrote sections and edited layout to make it easier to read, added clause for using wisdom in case a priest is identifying a non arcane magic item.

Re: Read Magic and Item Identifying

Posted: Mon Aug 10, 2020 9:10 am
by Solomoriah
RecklessRoleplayer wrote: Sun Aug 09, 2020 10:06 pma more rules consistent version.
Okay, waitaminit. I think I'm insulted here.