
| Fenrat | 
Folks,
Its been a while since I DM'ed, but am planning to run RotRL once its all out and finished. However, looking a RotRL 3 and 4, I am concerned that a lot of the potential gear that the characters could gain is ogre or giant-sized. It makes it difficult for them to use and difficult for them to transport to sell or trade.
How are others planning on handling this issue? Or is it not really an issue to you at all?

|  GeraintElberion | 
 
	
 
                
                
              
            
            As long as there's not too much I think awkward treasure can be fun.
What is it with Dragons and Amulets of Mighty Fists though? Most of the dragons in Red Hand of Doom had one, and now so does the first one in Pathfinder! Jacobs, explain yourself?!
That Amulet's a fun prize though, big as a shield, on necklace longer than the characters are tall :D

| Watcher! | 
 
	
 
                
                
              
            
            Maybe I'm too draconian, but I've adhered to the logical sizes. If the armor is being used for a small creature, it's a small set of armor.
On the other hand, I let them sell stuff within in the confines of the town's economy without much hassle (Not ratty goblin armor and cheapass dogslicers, but if it says masterwork, I let them sell even goblin made equipment). The revenue allows them to buy equipment they're not finding in the adventure.. and so far it's been a healthy balance. They chipped in and bought a wand of cure light wounds, and tore right through it doing Thistletop. They're also spending it on role-playing stuff too, like a relief fund for the Barret family.. oh, and paying for stuff to be identified! That's a killer if you don't have a magic user.

|  Wicht | 
 
	
 
                
                
              
            
            My rule of thumb has always been...
Magic armor and weapons are not size adjustable.
Magic rings and wondrous items gradually size themselves to fit their new owners (not immediately - otherwise there would be no need to cast detect magic on them).
wands, staves and scrolls have never actually come up, but I think I would rule they do not adjust in size, but can still be used.
Any magic item should be sellable to someone though. You might decide however to not allow the characters to find anyone willing to pay half price for overly large magical armor thats not immediatelly usable by anyone. One possible fix is to allow the armor to be resized for a larger than normal resizing fee.

|  Wicht | 
 
	
 
                
                
              
            
            Spoiler:I'm looking forward to seeing how my players get the helmet out of Thistletop and what they do with the tiny dagger from Erylium

| Watcher! | 
 
	
 
                
                
              
            
            My rule of thumb has always been...
Magic armor and weapons are not size adjustable.
Magic rings and wondrous items gradually size themselves to fit their new owners (not immediately - otherwise there would be no need to cast detect magic on them).
wands, staves and scrolls have never actually come up, but I think I would rule they do not adjust in size, but can still be used.
Any magic item should be sellable to someone though. You might decide however to not allow the characters to find anyone willing to pay half price for overly large magical armor thats not immediatelly usable by anyone. One possible fix is to allow the armor to be resized for a larger than normal resizing fee.
I would accept that rule of thumb. The ring and wondrous items situation really hasn't come up, but it all makes sense.. including the wands, staves, and scrolls.
All my PCs are medium sized though. I struggled in the case of a tiny weapon and opted to stick to my guns.

| DarkArt | 
 
	
 
                
                
              
            
            For objects like the huge helmet in Thistletop, I anticipated that my player wouldn't take it. Sure enough, she never took it.
For other items, she eventually acquired a wagon, and then a bag of holding.
I just substitute spellcraft to see if an items is magical and worth the bother. Only if it's an obscure or powerful item will I make the DC check worth the casting of an *identify* spell instead.
The lack of cursed items intrigue me. Personally, I don't mind rings that automatically shrink. I think it might be fun should it be cursed, and then it's too late sans a *remove curse* spell.
I keep weapons and armor sized for the original target, but it still sells for what the party can use for what they *can* use.
My player pretty much has to manage a means to sell unusable items since maybe 70 - 80% goes to healing potions. As of last encounter, they've used all of their potions.

|  James Jacobs 
                
                
                  
                    Creative Director | 
 
	
 
                
                
              
            
            The lack of cursed items in Pathfinder is a conscious choice on my part... Cursed items aren't fun for players, generally. It's like punishing you for playing the game. When a cursed item shows up in a Pathfinder adventure... it has to be supported by the storyline of the adventure. Sprinkling cursed items all over the various treasure hoards does little more than frustrate players, I think. It, like having to jump though hoops in order to identify what a magic item even does in the first place, is one of those relics from 1st edition that the game, I feel, has moved beyond.
As for the size of the treasure... yeah, there's a fair amount of it that the PCs won't be able to use and might not even be able to take away from the dungeons. I've been trying to make sure that the total amount of treasure in Rise of the Runelords is a bit higher than the DMG guidelines as a result, so that even if the PCs only loot the stuff that they can wear or easily transport, they should still be okay.
And if they DO spend an extra few days or weeks making sure they sell of every masterwork suit of giant-sized armor... well, keep their greed in mind once you get to part five: "Sins of the Saviors." :-)

|  Sebastian 
                
                
                  
                    Bella Sara Charter Superscriber | 
 
	
 
                
                
              
            
            GeraintElberion wrote:** spoiler omitted **** spoiler omitted **
Except the problem with weapons of the wrong size is that you take a -2 to hit for each size category difference. So, in the case of a tiny dagger used by a small character, the character would have a -2 to hit with it. 3e allowed you to use smaller/larger weapons without penalty, but that was taken out of 3.5 because it effectively (for example) gave halfling rogues proficiency in the longsword because they could use a medium sized shortsword.
From the SRD:
A creature can’t make optimum use of a weapon that isn’t properly sized for it. A cumulative -2 penalty applies on attack rolls for each size category of difference between the size of its intended wielder and the size of its actual wielder.

| Watcher! | 
 
	
 
                
                
              
            
            It, like having to jump though hoops in order to identify what a magic item even does in the first place, is one of those relics from 1st edition that the game, I feel, has moved beyond.
I'm curious what your thoughts are on this.
I sort of think it's a pain myself, but I follow SRD. HA! I don't know any better!
No one has complained, but is this something you would suggest going easy on? If it's +1 enchantment, I sweep it under the rug and spell it out as a faint transmutation aura like others they've seen before. If not, I've been making them pay a magic user to identify stuff..
Too old school hardcore?

| cwslyclgh | 
 
	
 
                
                
              
            
            
Except the problem with weapons of the wrong size is that you take a -2 to hit for each size category difference. So, in the case of a tiny dagger used by a small character, the character would have a -2 to hit with it. 3e allowed you to use smaller/larger weapons without penalty, but that was taken out of 3.5 because it effectively (for example) gave halfling rogues proficiency in the longsword because they could use a medium sized shortsword.
the player of the dwarf fighter in my RotRL game is working on developing a feat to fix that, sort of like "Monkey Grip" in reverse... I think he is calling it "Pixie Grip" or something like that.

| Vigil RPG Superstar 2011 Top 16 | 
 
	
 
                
                
              
            
            For +2 or better items, one trick for oversized weapons is to have a wizard add the "Sizing" property from MIC. For a flat +5000 gp, that +3 adamantine gargantuan warhammer is wieldable. Also, sellable.
That came up in my AoW game actually. Krathanos had that very item, and I said that there was no buyer for the item (I mean, how many people need a gargantuan magic hammer). So the party was stuck with it. One of my players found that enhancement, and actually used the hammer for a while, before selling it.

|  Sebastian 
                
                
                  
                    Bella Sara Charter Superscriber | 
 
	
 
                
                
              
            
            For +2 or better items, one trick for oversized weapons is to have a wizard add the "Sizing" property from MIC. For a flat +5000 gp, that +3 adamantine gargantuan warhammer is wieldable. Also, sellable.
That came up in my AoW game actually. Krathanos had that very item, and I said that there was no buyer for the item (I mean, how many people need a gargantuan magic hammer). So the party was stuck with it. One of my players found that enhancement, and actually used the hammer for a while, before selling it.
I once played Queen of the Spiders and we found an intelligent warhammer or somethign. The fighter was specialized in a different weapon, so we convinced the warhammer to submit to a polymorph any object to turn it into that weapon. So, that's another potential solution, I think.

| tbug | 
 
	
 
                
                
              
            
            No one has complained, but is this something you would suggest going easy on? If it's +1 enchantment, I sweep it under the rug and spell it out as a faint transmutation aura like others they've seen before. If not, I've been making them pay a magic user to identify stuff..
Too old school hardcore?
Detect Magic will tell you it's a magic weapon, and if it's a faint aura you know that it's +1 (since anything more that an unaugmented +1 will have a high enough caster-level that the aura will be at least moderate).

| Watcher! | 
 
	
 
                
                
              
            
            Detect Magic will tell you it's a magic weapon, and if it's a faint aura you know that it's +1 (since anything more that an unaugmented +1 will have a high enough caster-level that the aura will be at least moderate).
I don't think you understood Tbug, but I appreciate your willingness to help. Wtat you're describing I already do. I just disclose the +1's with a Detect Magic.
The question was more aimed at how should more complicated items handled? Throught the Identify spell and 100+ gps expense?

| tbug | 
 
	
 
                
                
              
            
            My bad! Sorry. You're right that I misunderstood.
So far in Pathfinder I've only needed to do this once, and a psion did it (so it was cheaper). I figure that Voon probably has a good stock of feathers and pearls, so I'm going to make that available. I'm also of the opinion that things like potions are probably labeled, though possibly not in Common. At most that'll take a Comprehend Languages to learn.
How are other people handling this?

| Watcher! | 
 
	
 
                
                
              
            
            My bad! Sorry. You're right that I misunderstood.
So far in Pathfinder I've only needed to do this once, and a psion did it (so it was cheaper). I figure that Voon probably has a good stock of feathers and pearls, so I'm going to make that available. I'm also of the opinion that things like potions are probably labeled, though possibly not in Common. At most that'll take a Comprehend Languages to learn.
How are other people handling this?
I'd like to know too.. But I've been doing the same thing. Well.. offering a good discount on potion identification. They're scared to experiment!

|  Tamago 
                
                
                  
                    RPG Superstar 2014 Top 16 | 
 
	
 
                
                
              
            
            How are other people handling this?
My party bought an Artificer's Monocle (MIC page 72). For a mere 1,500 gp, they can now identify magic items by spending just one minute and a detect magic spell.
Also, a fun tidbit: I use item cards for pretty much everything, and when it comes time to dole out the treasure, I write down each item's magical properties on the back and then put it into one of those opaque-backed protective sleeves. When my players identify the item, they get to take the card out of the sleeve and read the back. Works wonders! :)
Oh, and the potion thing sounds great; I'll make sure to be doing that from now on. Finally, a use for all those weird languages! Of course, intelligent opponents might deliberately mislabel their potions >:}

| tbug | 
 
	
 
                
                
              
            
            Oh, and the potion thing sounds great; I'll make sure to be doing that from now on. Finally, a use for all those weird languages! Of course, intelligent opponents might deliberately mislabel their potions >:}
They might, but I think that'll be kind of rare. If you mislabel a potion of inflict moderate wounds as cure light wounds and then get injured, one of your helpful minions might try to revive you with it. :)

|  DmRrostarr | 
 
	
 
                
                
              
            
            tbug wrote:Detect Magic will tell you it's a magic weapon, and if it's a faint aura you know that it's +1 (since anything more that an unaugmented +1 will have a high enough caster-level that the aura will be at least moderate).I don't think you understood Tbug, but I appreciate your willingness to help. Wtat you're describing I already do. I just disclose the +1's with a Detect Magic.
The question was more aimed at how should more complicated items handled? Throught the Identify spell and 100+ gps expense?
I read many months ago in a WotC "Rules of the Game" article where you use your spellcraft to identify the magic item in question. It worked out like a magic ring was DC 40 spellcraft to ID and spells like identify would grant a bonus to the skill check instead of telling you what it does. The check tells everything about it....

| Blue_eyed_paladin | 
 
	
 
                
                
              
            
            That came up in my AoW game actually. Krathanos had that very item, and I said that there was no buyer for the item (I mean, how many people need a gargantuan magic hammer). So the party was stuck with it. One of my players found that enhancement, and actually used the hammer for a while, before selling it.
Yeah, you can't get past massively oversized hammers. After all, even Buffy used one to beat up a God. If Buffy can do it, why wouldn't you?

| vikingson | 
 
	
 
                
                
              
            
            I'd like to know too.. But I've been doing the same thing. Well.. offering a good discount on potion identification. They're scared to experiment!
As for the FR, there is a flat chance for magic ttems to be self-explaining as for their functions, e.g. where to gasp the cloak when uttering the specific command word (can be found on the label or is always the same for cloaks by Armanus, the designer mage etc etc ) .
I also stole a house rule from a friend a few ears back who had changed the material component of Identify ( the 100gp pearl ) into a focus, cutting down severly on overhead for Identification. And make a wand of Identify more availableHasn't broken our games yet

| Odonna Mirrin | 
 
	
 
                
                
              
            
            Another thought on Identify is to not wave the cost of 100gp but not demand thesuggestion in the book. I allow players to substitute other things like gems, herbs, even body parts of preternatural creatures. Thus the treasure still gets eaten up but the choice is in the players hands and if they feel they really need to ID something they have that option with out having to go either back to town or carry a bag of pearls and wine with them.
Another thing I do is potions look, taste, smell consistently from the same sources. Potions of healing from a good deity are pink, smell of cinamon and taste like cotton candy. While those of Vecna (previous game) are dark black, swirling of their own volition, and taste like very very salty water. Still both heal 1d8+1 hp but the players have kept the Vecna ones but only ever use them as a last resort when they are out of everything else or can't get to the healer in time to save some one. I have also played up the idea of taint inthese potions but that is just a role playing flavour thing and not a game mechanic I enforce. Much fun.

| Tizzlebom | 
 
	
 
                
                
              
            
            I'm considering adding a Varisian Law to my game that requires all manufacturers of magic items to engrave/label/embroider command words on the item in question.
Items crafted specifically for sale in Varisia would therefore be easier for PCs to identify without using the spell. Complications include the language the command word is written in and the use of an Arcane Mark spell varient to label them.
Thoughts?

| Watcher! | 
 
	
 
                
                
              
            
            I'm considering adding a Varisian Law to my game that requires all manufacturers of magic items to engrave/label/embroider command words on the item in question.
Items crafted specifically for sale in Varisia would therefore be easier for PCs to identify without using the spell. Complications include the language the command word is written in and the use of an Arcane Mark spell varient to label them.
Thoughts?
While I am on board with making identification a little easier...
This seems a little too much like deus ex machina to get around a game mechanic. It might be simpler just to make many of them function on an intuitive level (bearing in mind that you still need the correct class to use) if you want to go this far.
For example: how would this law be enforced? Who would willingly follow it, since it makes the theft of magic items so much easier? Secret command words are like the keys to a car, such a law would be like mandating that people leave their keys in the car at all times.
Please don't take that as an attack, because I don't like to troll post. It's just honest feedback, and I appreciate that you're brainstorming.
Right now I have...
1.) Backed off demanding identification for simple +1 equipment, as long as Detect Magic has been cast. Might do this for higher bonuses so long as they don't have a secondary property
2.) Allowed common potions (like Cure Light Wounds) to be identified from previous experience
3.) Put some symbols on the potion bottles to give a small clue (like a tree symbol for Potion of Tree Shape
4.) If they see a wand in action, and have the relevant spell, or make an appropriate skill roll- let them identify it that way. That doesn't solve the command word problem, but I have introduced the idea of listen rolls in order to catch the command word as it is spoken aloud.

| Tizzlebom | 
 
	
 
                
                
              
            
            Tizzlebom wrote:I'm considering adding a Varisian Law to my game that requires all manufacturers of magic items to engrave/label/embroider command words on the item in question.
Items crafted specifically for sale in Varisia would therefore be easier for PCs to identify without using the spell. Complications include the language the command word is written in and the use of an Arcane Mark spell varient to label them.
Thoughts?
While I am on board with making identification a little easier...
This seems a little too much like deus ex machina to get around a game mechanic. It might be simpler just to make many of them function on an intuitive level (bearing in mind that you still need the correct class to use) if you want to go this far.
I don't think it's unreasonable for a society to place rules on merchandise. It would be like a smithing guild requiring that all sword be made with a certain quality ore.
I don't quite get your intuitive comment. The 'law' I'm proposing would only allieviate some of the requirements for identifying items, and only help with those items with command words. It's not going to help the PCs identify a Holy Long Sword +2, for example.
For example: how would this law be enforced? Who would willingly follow it, since it makes the theft of magic items so much easier? Secret command words are like the keys to a car, such a law would be like mandating that people leave their keys in the car at all times.
Enforcement doesn't seem to be as much of an issue in my mind. Sure, if you have a shop in the middle of nowhere, or you sell items on the black market you can get away with ignoring the law, but then your customers have to track you down, and if you do get caught then all your magic items can be confiscated. But if you want to set up shop in the middle of Magnimar then you'd better follow the law, all it takes is an inspector of some kind, the guy they send around to calculate taxes can do it with a level or two of adept.
You are correct that it does make it easier to use items that you stole. However, I see the other barriers to stealing magic items from magic shops as a greater obstacle than figuring out the command word.
Please don't take that as an attack, because I don't like to troll post. It's just honest feedback, and I appreciate that you're brainstorming.
Heavens no, your post wasn't interpreted as an attack. I asked for peoples thoughts, and your response wasn't "That dumbttarded, rolz!!!", so I assume that it was meant with good intentions. And I'll continue to think that :) Also, the fact that you took the time to craft a well written response speaks volumes for you.
Right now I have...
1.) Backed off demanding identification for simple +1 equipment, as long as Detect Magic has been cast. Might do this for higher bonuses so long as they don't have a secondary property
I let the PCs assume that there is an enhancement bonus if they determine that it is magical with Detect Magic and an item is of masterwork quality. After they've used it to attack in combat, I'll advise them of the amount of the enhancement. Occasionally, I get to surprise them with a bane weapon.
2.) Allowed common potions (like Cure Light Wounds) to be identified from previous experience
I make them use spellcraft checks, DC 25.
3.) Put some symbols on the potion bottles to give a small clue (like a tree symbol for Potion of Tree Shape
Sometimes I have NPCs label potions if they carry more than one kind of potion.
4.) If they see a wand in action, and have the relevant spell, or make an appropriate skill roll- let them identify it that way. That doesn't solve the command word problem, but I have introduced the idea of listen rolls in order to catch the command word as it is spoken aloud.
That's an awesome idea about the Listen roll. I'm glad you thought of it and consider it yoinked. :)

|  Cpt_kirstov | 
 
	
 
                
                
              
            
            
4.) If they see a wand in action, and have the relevant spell, or make an appropriate skill roll- let them identify it that way. That doesn't solve the command word problem, but I have introduced the idea of listen rolls in order to catch the command word as it is spoken aloud.
I do something similar,but it includes a concentration check that gets harder for every minute of battle after the word is said to sort of simulate loosing something in the fog of battle

|  Djoc | 
 
	
 
                
                
              
            
            
I don't think it's unreasonable for a society to place rules on merchandise. It would be like a smithing guild requiring that all sword be made with a certain quality ore.I don't quite get your intuitive comment. The 'law' I'm proposing would only allieviate some of the requirements for identifying items, and only help with those items with command words. It's not going to help the PCs identify a Holy Long Sword +2, for example.
Enforcement doesn't seem to be as much of an issue in my mind. Sure, if you have a shop in the middle of nowhere, or you sell items on the black market you can get away with ignoring the law, but then your customers have to track you down, and if you do get caught then all your magic items can be confiscated. But if you want to set up shop in the middle of Magnimar then you'd better follow the law, all it takes is an inspector of some kind, the guy they send around to calculate taxes can do...
Well, the way I see it is that most magic items my players will buy, they will know what they are buying and how it works. Same thing if they recieve magic items as gift from NPCs that employed them or want to reward them or want to help them.
Now, for most of the magic items they get on monsters and vilains, they are those that will require identification. But, I hardly see my monsters/vilains shoping the local village/town for their magic items. They either got them from their own craft, from allied (and most of the time evil) spellcasters, or from old places they've explored before facing the PCs. I would hardly see those magic items as identified on what they do or how they work. Same thing for treasure found in old forgotten places or even in the recently dead local mage, because he probably didn't identified items he was not going to sell anyway.
The way I see this law, it seems to me it will only help the vilains in using the PCs magic items, if they steal something from the PCs or TPK the first party that comes to see them.

| Watcher! | 
 
	
 
                
                
              
            
            I don't think it's unreasonable for a society to place rules on merchandise. It would be like a smithing guild requiring that all sword be made with a certain quality ore.
I take your point Tiz, but I think you have to consider how specialized the skill set of manufacturing magical items is. There's no wrong or right answer here, but a society that regulates the production of certain goods, must also set certain standards (which is what you're getting at), but that also implies that the goods are common enough that a "industry standard" can be applied. And then enforced! I can see that with a smith, but when you see that applied magical items, the setting is more like Eberron than Pathfinder.
(Disclaimer: I am only familiar with Eberron in so far as I've read comments on this board that implies it's a magic-tech society)
I don't quite get your intuitive comment. The 'law' I'm proposing would only allieviate some of the requirements for identifying items, and only help with those items with command words. It's not going to help the PCs identify a Holy Long Sword +2, for example.
What I meant by intuitive was actually quite different, you're correct. What I meant was.. if you're going have society and organizations that forbid magic items not having commonly labeled command words, you could just dispense with command words altogether and just have the item (a wand for example) work with a simple flick of the wrist. The knowledge on how to use it is "intuitive and innate" to any individual who can use the spell. No messy command words to regulate then. I'm not advocating this by the way. I'm saying, if the Law demands all magic items be labeled with command words, it's so easy in a meta-game sense that you could dispense with the command words entirely.
As much as my players would probably like not being tapped for a 100+ gps for every identification I would be told I was being too easy.
Enforcement doesn't seem to be as much of an issue in my mind. Sure, if you have a shop in the middle of nowhere, or you sell items on the black market you can get away with ignoring the law, but then your customers have to track you down, and if you do get caught then all your magic items can be confiscated. But if you want to set up shop in the middle of Magnimar then you'd better follow the law, all it takes is an inspector of some kind, the guy they send around to calculate taxes can do with a level or two of adept.
You are correct that it does make it easier to use items that you stole. However, I see the other barriers to stealing magic items from magic shops as a greater obstacle than figuring out the command word.
I don't disagree, but that is a setting and style issue for me. A society that does that with magic is.. not quite how I envision the Golarion/Pathfinder setting. It's not that someone couldn't do it, but it says something about the society that does.
And you make a good point with theft, there would other better ways to defend against stealing magic items.. But I see the Command Word to an item sort of like the registration code or password to a piece of software. It's one more obstacle to prevent unauthorized use.
Thanks for the discussion in any case!

| Watcher! | 
 
	
 
                
                
              
            
            Well, the way I see it is that most magic items my players will buy, they will know what they are buying and how it works. Same thing if they recieve magic items as gift from NPCs that employed them or want to reward them or want to help them.
No disagreement there Djoc. You pay for it or receive it as a gift, you also receive the means to activate it.
Now, for most of the magic items they get on monsters and vilains, they are those that will require identification. But, I hardly see my monsters/vilains shoping the local village/town for their magic items. They either got them from their own craft, from allied (and most of the time evil) spellcasters, or from old places they've explored before facing the PCs. I would hardly see those magic items as identified on what they do or how they work. Same thing for treasure found in old forgotten places or even in the recently dead local mage, because he probably didn't identified items he was not going to sell anyway.
The way I see this law, it seems to me it will only help the vilains in using the PCs magic items, if they steal something from the PCs or TPK the first party that comes to see them.
Excellent points.

| All DMs are evil | 
 
	
 
                
                
              
            
            With reference to Oversized or Undersized magic items, I have a house rule where a permanent magic item can be consumed as part of the creation XP cost of making a similar magic item.
I let half the XP of the origional item go towards the XP cost of the new item. If the materials used in construction of the origional item can be re-used, I allow them to count towards the cost of the item as well.
This gives the NPC item creators a logical reason to buy magic items from players at half their normal cost, yes it costs them a bit more to make, but they don't lose as much XP in creating the item.
It also allows any PC with an item creation feat to use the items as part of his process to create usable items for the group or him self.
Think of it as re-forging a Large sized magic metal weapon into a medium sized long sword. Or prizing the gems out of a huge sized helmet to put into a medium sized Amulet.

|  GeraintElberion | 
 
	
 
                
                
              
            
            With reference to Oversized or Undersized magic items, I have a house rule where a permanent magic item can be consumed as part of the creation XP cost of making a similar magic item.
I let half the XP of the origional item go towards the XP cost of the new item. If the materials used in construction of the origional item can be re-used, I allow them to count towards the cost of the item as well.
This gives the NPC item creators a logical reason to buy magic items from players at half their normal cost, yes it costs them a bit more to make, but they don't lose as much XP in creating the item.
It also allows any PC with an item creation feat to use the items as part of his process to create usable items for the group or him self.
Think of it as re-forging a Large sized magic metal weapon into a medium sized long sword. Or prizing the gems out of a huge sized helmet to put into a medium sized Amulet.
That's a very elegant fix, consider it nicked.

| alexander deel | 
 
	
 
                
                
              
            
            This is completely out of the vein everyone else is going so far, but I'm throwing it in anyway...
I've taken so far to collecting the odd, strange sized stuff we find and I can carry (as well as all the holy symbols. no cleric= more holy symbols to carry around on my wizard, kinda a confuse and disorient thing). I probably have more than I can carry, to be honest... It's just a flavor thing for me. Now, I don't take everything that we find, just if it is really odd (magical goblin equipment)or I don't have anything yet of that particular size. And, we have no cleric and are relying on reincarnate if someone goes down. And, someone always comes back a different size eventually. so I'm ready now.

| F33b | 
 
	
 
                
                
              
            
            
1.) Backed off demanding identification for simple +1 equipment, as long as Detect Magic has been cast. Might do this for higher bonuses so long as they don't have a secondary property
2.) Allowed common potions (like Cure Light Wounds) to be identified from previous experience
3.) Put some symbols on the potion bottles to give a small clue (like a tree symbol for Potion of Tree Shape
4.) If they see a wand in action, and have the relevant spell, or make an appropriate skill roll- let them identify it that way. That doesn't solve the command word problem, but I have introduced the idea of listen rolls in order to catch the command word as it is spoken aloud.
As others have mentioned, it is RAW to allow players to id potions with a dc 25 spellcraft check. I figure that using an unidentified wand is the same as making an "activate blindly" UMD check (dc 25).
I allow UA variants when I DM, and have a few minor additions. One such addition is to the diviner specialist variant. In addition to being able to cast Identify Magic in 10 minutes, rather than in 1 hour, Diviners can also (on a case by case basis) dispense with the material component, instead paying 10xp per Caster level of the item being identified.
I also allow bardic knowledge to id magic items, DC is 25 + caster level of the item.
While these DCs are very difficult for low-level pcs to hit, they do allow players who enjoy "skill monkeys" to really shine.

|  Shem | 
 
	
 
                
                
              
            
            The lack of cursed items in Pathfinder is a conscious choice on my part... Cursed items aren't fun for players, generally. It's like punishing you for playing the game. When a cursed item shows up in a Pathfinder adventure... it has to be supported by the storyline of the adventure. Sprinkling cursed items all over the various treasure hoards does little more than frustrate players, I think. It, like having to jump though hoops in order to identify what a magic item even does in the first place, is one of those relics from 1st edition that the game, I feel, has moved beyond.
As for the size of the treasure... yeah, there's a fair amount of it that the PCs won't be able to use and might not even be able to take away from the dungeons. I've been trying to make sure that the total amount of treasure in Rise of the Runelords is a bit higher than the DMG guidelines as a result, so that even if the PCs only loot the stuff that they can wear or easily transport, they should still be okay.
And if they DO spend an extra few days or weeks making sure they sell of every masterwork suit of giant-sized armor... well, keep their greed in mind once you get to part five: "Sins of the Saviors." :-)
I think it depends on the cursed item. One of my favorite characters was a dwarf who found a dwarven helmet in a tomb of some kind. Once in awhile the helmet took him over and lead the party on a merry chase. He never remembered and he loved the helmet that gave him connection to his roots. He still has it... One character was always trying to take it from him but never succeeded.
Last year I updated an old fortress in a swamp from Dungeon Magazine (I believe issue 37 or maybe 17? - it had a dinosaur on the front) and in there they found Gordon's ring. The most annoying cursed item. It really did not do anything but talk constantly and promise to help the PC. I let them get rid of it when they got back to a decent sized town. They still talk about that ring. I think it was fun for the group and it was certainly fun for me.
Having said all that - in general I agree with James. If I use a cursed item I want it to be one that is double edged and give an advantage as well as a downside. A bit like Cutter in the Drizzt series. It brought a lot to the table but the weak willed had to beware.
 
	
 
     
     
     
	
  
 
                
                 
	
  
	
  
	
 