Identify vs. Score

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Tamryn
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Re: Identify vs. Score

Post by Tamryn » Fri Aug 30, 2013 9:08 pm

How would the MUD know if you knew what the enchantment was?
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Re: Identify vs. Score

Post by Rhangalas » Sat Aug 31, 2013 1:03 am

Tamryn wrote:How would the MUD know if you knew what the enchantment was?
It wouldn't. The gear would just be cursed. The cursed aspect of the item would show up when identified, but it would not be discernable simply by wearing it. So those that just wear items and view score/affects to determine what it does would be none the wiser to the fact that they are hindering themselves.

Not exactly sure how you would propagate such items into the realm... maybe Staff could sneak them in through NPC shops over time, or RMI quests could grant them and break enchantment could be tailored to remove the undesired effect later once it was discovered by identify.
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Re: Identify vs. Score

Post by Yemin » Mon Sep 28, 2015 2:59 pm

I mostly agree bar 2 points
Usually, I look up the appropriate effect on the SRd and add any description the item has in game. If it has a visible effect I don't have it identified.

Secondly, for the people who don't play the tabletop there is a misleading concept that someone with 10 str and someone with 11 str isn't all that different. I say misleading, as while on paper you don't get a +1 bonus to str with a score of 11 the fluff of it is that a 10 is considered Avg adult strength in dnd, and anything above is considered above average to a scor about 17 which is considered the peak of human physical strength that one can naturally gain if your not an adventurer. To me a 6 point rank system in strengths makes for quite the defined categories and I believe this applies to all the raw stats.
In addition, I saw some percentages above and if you've followed me so far, I feel said percentages are misleading, a score of 18 to 19 strength nets you 50 lbs or about 22 kg of carry weight. I'd definitely notice that irl. I think thats close to the weight limit of luggage allowed in some planes.

After a little while of playing, I'd be interested in seeing the weight of an item being revealed with the appraise skill for the classes that don't see it with the examine command
I trained up double-edged bananas because the uber-plantain of doom I scored from the beehive quest was the best weapon in the game. Now it's being treated like a bug and they have gimped its damage! That's not fair! My character is ruined!
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Re: Identify vs. Score

Post by Terageld » Mon Sep 28, 2015 11:20 pm

I agree with the ability to "feel" a spell. Feeling is the primary way for laymen to identify magical items, not only in this game, but other games. Note the Elder Scrolls universe.
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Re: Identify vs. Score

Post by Beskytter » Mon Sep 28, 2015 11:33 pm

I think the main issue here was use of OOC info in IC situations. Your score sheet is OOC information, though it affects your IC character the actually STR: 22 DEX:16 CON:18 WIS:14 INT:12 CHA:10 stuff is OOC.

Using your score sheet to determine magical affects would be a use of OOC information ICly, which is against the rules as set currently. The identify spell makes that OOC information IC for you, good RP can also do this but you //have// to use RP.

As in: Gauntlets of Ogre's Strength +2, ICly without identify they appear as, scarlet red gauntlets trimmed in silver-fur. (Santa's Claws....)

OOCly you know they give you +2 to strength the minute you wear them.

However if you have a friend, or you yourself if possible, use identify and it/they tells you that they enhance strength then you can state as such ICly. Otherwise you're locked into waiting to RP out lifting something much heavier than before, or noting ICly that you've been hitting much harder than you used to, but it takes RP and time for a /character/ to learn things vs. the /player/. We know, because the score sheet told us, the character doesn't know because they can't pull up a score sheet to look at it.


Final thing: I do agree that perhaps someone with a high enough appraise skill could undergo a quest line to learn how to tell if something is touched by magic or not. I'd even write the quest if this is something the Imms would like to add.
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Re: Identify vs. Score

Post by Ungtar » Tue Sep 29, 2015 12:51 am

I don't think I would ever consider it poor roleplay if someone put on a pair of magical gauntlets given to them for rescuing a wizard and suddenly said, "I feel stronger."
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Re: Identify vs. Score

Post by Yemin » Tue Sep 29, 2015 1:23 am

The raw score sheet is OOC information but like I said, a 50 lb increase in carry weight will give anyone a significant feeling of being lighter. Being able to move more easily. It would be like carrying a backpack that weighs 50 lbs and then suddenly being free of it.

Why don't we turn it around. Some items in the game give a very IC echo of what they do when their worn. One +1 cha bracelet comes to mind. IN that instance are we saying that that bracelet and that bracelet only is the only magical item in game that no one needs to identify because the builder went to the effort of putting in the echo?

I suppose in the end we're debating over personal ticks as no rule in the world can force the issue really. But one of Mele's favourite phrases comes to mind here... which is use your imagination.

Quoting Mele makes me feel funny. I'm going to lie down.
I trained up double-edged bananas because the uber-plantain of doom I scored from the beehive quest was the best weapon in the game. Now it's being treated like a bug and they have gimped its damage! That's not fair! My character is ruined!
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Re: Identify vs. Score

Post by Harroghty » Tue Sep 29, 2015 1:30 am

I would love to see someone actually play out the realization or testing of an object's conferred value. e.g. try to lift more and quantify an increase.

In reality, most people would probably just slap on the object and say "i feel strong" before moving on because people, in general, go with the path of least resistance.
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Re: Identify vs. Score

Post by Yemin » Tue Sep 29, 2015 7:41 am

I think the commonality of magic items among adventurers in FR and so FK doesn't really help with the attitude that magic is special. So one tends to treat its effect fairly uncaringly. Its one of my biggest likes and dislikes about the setting.
I trained up double-edged bananas because the uber-plantain of doom I scored from the beehive quest was the best weapon in the game. Now it's being treated like a bug and they have gimped its damage! That's not fair! My character is ruined!
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Re: Identify vs. Score

Post by Aysa » Tue Sep 29, 2015 8:07 pm

We have store owners that can repair items... we hold the item in our inventory, type 'repair bow', and they do their thing to repair the equipment.

Would it be possible to have a 'store owner' - a profiteering wizard mob - offer identification services. We hold the item in our inventory, type 'identify blah-de-blah' and it tells us the outcome?

This is more or less a suggestion to when an IC wizard is not available. I don't know how hard it would be to do what I'm asking.
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Re: Identify vs. Score

Post by Yemin » Tue Sep 29, 2015 8:57 pm

I've heard the suggestion before and the mood at the time was that it would only serve to further take away from roleplay by cutting down the need for interaction but things might've changed by now.

I know I'm still of that thought. There's at least one wizard online everyday... I think its actually the most populous class at the moment.

Granted, it might not be one you would do business with but eh.
I trained up double-edged bananas because the uber-plantain of doom I scored from the beehive quest was the best weapon in the game. Now it's being treated like a bug and they have gimped its damage! That's not fair! My character is ruined!
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