Magical Items and Looting during scenarios


GM Discussion

1/5

As a GM I strive to find ways to make PFS scenarios (linear by nature)
more non-linear in the way that they feel as they're played out.

One of the ideas that I have recently been considering is not disclosing the effects of certian found items.

Things like potions should be magical murky vials without labels. It should be up to the PC's to attempt to find out what the have collected from a body.

Magical wands likely have control words to activate. Discovering the secrets of these items could prevent useage until it has been found.

I'm sure there are other examples.

Do any other players or GM's have thoughts on this?

Grand Lodge 4/5 5/55/5 ***

I never tell players the nature of the treasure they find. It is up to them to make the spellcraft rolls to figure it out.

5/5 *

Spellcraft rolls to find out the item properties. Potions can be done with Perception as well (as per the CRB).


wouldn't this also apply to non-society?

even so, there are skills to identify them, generally you don't flat out tell them, you give them a short description (my GM says "3 potions, and an unusual sword" or something similar)

5/5

3 people marked this as a favorite.

Often for basic gear, I just give the info and move on. For special or nonstandard loot, I make them roll for it (or take 10 Mr. Nosig).

Grand Lodge 4/5

I think the GM's role is to streamline the game to keep the action moving, and not bog down the players in administrative rolls that ultimately mean very little.

4/5 ****

At the beginning of a game, when I'm on my toes, I find out what taking 10 on spellcraft will get anybody with detect magic. When tallying the loot after combat I tell the players anything that they can auto identify.

I frequently don't look up the exact DC and wing it for random wondrous items.

Liberty's Edge 5/5

I always appreciate little tags on magic items saying what they actually are. Very helpful for players. On a side note I don't mind having to figure that stuff out, it can even be fun, but It we spent 1/2 an hour on it and didn't get to finish the mod, I'd be frustrated. (not with anyone in particular.)

Grand Lodge 2/5 RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

This is an interesting topic; I'm personally torn on it.

On the one hand, I don't want to undermine the folks who have invested in the ability to identify things (like by preparing read magic that day, and then I just tell everybody what's on that scroll).

On the other hand, time can often be an issue, and on top of that, most potions and whatnot probably are labeled, especially when you're in a big enough town that the boss probably bought them off the shelf to hand out to his grunts.

I've done it both ways. Near as I can tell, no one's really cared one way or the other at my tables (though I could be wrong).

Sovereign Court 5/5

I use it as a chance to add flavor (sometimes literally, mmm ... peppermint CLW) to the game.

Dark Archive 2/5

If as a GM, you are going to have your PCs roll to ID the treasure, then you should figure out the DC's before hand and pencil them in next to the items of note. That way time is not spent researching the DC for each item during the game.

Grand Lodge 5/5

Usually I just tell them what it is, unless I think it might play better if they have to guess. ;)

The Exchange 5/5

Pirate Rob wrote:

At the beginning of a game, when I'm on my toes, I find out what taking 10 on spellcraft will get anybody with detect magic. When tallying the loot after combat I tell the players anything that they can auto identify.

I frequently don't look up the exact DC and wing it for random wondrous items.

what do you do for the players who insist they don't take 10? are you auto-assuming that the PCs take 10 on spellcraft checks?

4/5 ****

nosig wrote:


what do you do for the players who insist they don't take 10? are you auto-assuming that the PCs take 10 on spellcraft checks?

broader question:
I've never had a player tell me we're not going to play the game the way I run it (Which for anything important tends to be strict by the book). I've had reasonable players ask about a rule, or tell me they think I'm wrong in a civilized manner before we settle on a ruling, but I've never had a player insist that they weren't going to play the game differently than the way I wanted to run it.

In fact in the Bay Area I've never seen something like that happen. Although I did see something like this happen a few times in the Midwest. In one case I didn't see how it resolved, but in the other case the GM just gave everybody their chronicle sheets and left.

If I had only played in the Bay Area I would have thought you were crazy to even bring up the question, but now I'm not so sure.

Is it common where you play, that a GM who rules incorrectly has their game disrupted by players who know the correct rule?

narrower question:
If they don't get them by take 10 they are welcome to roll. It's purely a matter of expediency.

I understand that technically if they choose to take 10 they can't try and roll on the item until tomorrow due to the rules on detect magic however since they aren't making the choice to take 10 I don't count it against them.

I don't want to waste a whole lot of time identifying the items, but I also don't want to give it to the PCs for free (marginalizing people who've bothered to take detect magic and spellcraft). I find my solution a reasonable one for maximizing fun at table without giving away the goods for free.

The Exchange 5/5

Pirate Rob wrote:
nosig wrote:


what do you do for the players who insist they don't take 10? are you auto-assuming that the PCs take 10 on spellcraft checks?

** spoiler omitted **

** spoiler omitted **

perhaps you read to much into my wording above... "insist" may have been the wrong word. Let me try my question again...

what do you do for the players who don't wish to take 10? Or are you not giving them the option and just auto-assuming that the PCs take 10 on spellcraft checks?

is that clearer?

Movie plot spoiler:

as for me, I always take ten when I can.
For example: during a resent game, when the judge said "everyone roll Sense Motive" I responded, "Can I T10?" he nodded and when going around the table to get our responses I replied "8".

He's a good judge, he just smiled and enjoyed my PC as much as I do.

Shadow Lodge 4/5 5/5 RPG Superstar Season 9 Top 8

The only real issue I've had with one way or the other with magical loot is that items my players aren't expecting they'll need, they like to give or trade to NPCs for information or as part of a bribe.

4/5 ****

What I'm doing is just giving them the info if take 10 would do it. They can roll as normal etc. If a player really would rather spend time rolling dice to ID items than interacting with the scenario in interesting ways I would likely let them. Although they don't sound like a player I would be especially interested in inviting back.

Grand Lodge 2/5 RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

Pirate Rob wrote:
Back to my question though, how common is people arguing with the GM over a bad ruling in your area? Relating to that, how much arguing do you think is appropriate, if any?

In my area (Minneapolis), it depends on a few things. Some of us nitpicky types tend to pipe up without even thinking about it, just as an unconscious reaction. (Though I think I'm getting better about letting things slide if they're minor.)

To the second question (how much is appropriate), it depends on the situation. For instance, I'll be damned if I'm going to let a GM error kill a PC. But if I knock the BBEG off a 50ft cliff and the GM attempts an Acrobatics check to soften the fall by 10ft, and the 1d6 isn't going to make much difference, then I'd let it slide. (If the Acrobatics check was the difference between 1d6 and falling prone, or no damage and landing on their feet and full-attacking, I might mention that.)

The Exchange 5/5

Pirate Rob wrote:

What I'm doing is just giving them the info if take 10 would do it. They can roll as normal etc. If a player really would rather spend time rolling dice to ID items than interacting with the scenario in interesting ways I would likely let them. Although they don't sound like a player I would be especially interested in inviting back.

my fundimental question is... who decides?

do you let the player decide? or just auto-decide for they?
Do you do this for Knowledge rolls? for Gather Information rolls? for Sense Motive or Perception or Stealth checks? for ... goodness...

(talk about a turn around. Should I ask for a list of what skills each judge feels a player can roll the check for? Three months ago I was trying to convense Judges that the players should be able TO T10 when they wanted to, and being told I was trying to "rules-lawyer" the game. Now I'm on the side of trying to convense Judges to let players NOT T0 when they DON'T want to.)

It's the players choice. Shouldn't we let them decide? How hard is it? Just ask at the first time it comes up... "you want to T10 on XXX skill checks?"

4/5 ****

They can roll or take 10 or take 1 or whatever they like. As a matter of expediency I am giving them the take 10 results for free when describing magic items after encounters.

The Exchange 5/5

Pirate Rob wrote:
They can roll or take 10 or take 1 or whatever they like. As a matter of expediency I am giving them the take 10 results for free when describing magic items after encounters.

but do you understand what I was asking (not confrontational, just asking)?

I run a Trapsmith - a PC who just OWNS the traps in a game. At the start of a game I talk to the judge "Here's what my guy does for traps - here's my Perception bonus, when I T10 when I T20, when he would just get a roll (please roll these and don't tell me, so I don't meta-game it). Hopefully - I never roll a dice for anything with this guy (not even disable device).

But that is my decision. The next player along after me might not like to do it that way, and would be poorly served by that Judge never letting him roll a dice - just for expediency sake. I have championed T10 for MONTHS on this board - and a lot of the push-back I would get when I said I wanted to T10 on skill rolls was from persons who said I was "killing the fun" of the game. They saw it differently from me.

Am I being as clear as mud here?

IMHO - When we as judges take the decision away from the players - any decision - we lessen the game. It's all about the them - they're the heros (or victums). Let them pick thier own path... using T10 or rolling it.

Shadow Lodge 4/5 5/5 RPG Superstar Season 9 Top 8

Whoah, serious deja vu here. I was out for a couple of weeks with an eye full of shingles and we're back to Don's Discourse on PFS Dice Etiquette regarding GM v player making certain kinds of dice rolls.

twilight zone music...

Let's not fall back into that forum trap, gang.

The Exchange 5/5

Walter - I am sorry - guess I am slow today. How is this related to the Dice Etiquette thread? I do not understand your comment.

The Exchange 5/5

Walter Sheppard wrote:
The only real issue I've had with one way or the other with magical loot is that items my players aren't expecting they'll need, they like to give or trade to NPCs for information or as part of a bribe.

why is this a problem?

is it different from the use of a looted Potion of CLW rather than a charge from a CLW wand?

5/5

Walter Sheppard wrote:
The only real issue I've had with one way or the other with magical loot is that items my players aren't expecting they'll need, they like to give or trade to NPCs for information or as part of a bribe.

I know one scenario where this is expected of them. *whistles innocently*

The Exchange 5/5

please spoiler this Kyle - I have to go now and get a scroll of Modify Memory....

Grand Lodge 2/5 RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

Walter Sheppard wrote:
I was out for a couple of weeks with an eye full of shingles

Nasty medical condition, or awkward roofing accident?

5/5

nosig wrote:
please spoiler this Kyle - I have to go now and get a scroll of Modify Memory....

Making assumptions?

The Exchange 5/5

Kyle Baird wrote:
nosig wrote:
please spoiler this Kyle - I have to go now and get a scroll of Modify Memory....
Making assumptions?

what? huh? sorry, I seem to have lost my train of thought. What were we talking about? ;)

Shadow Lodge 4/5 5/5 RPG Superstar Season 9 Top 8

Jiggy wrote:
Walter Sheppard wrote:
I was out for a couple of weeks with an eye full of shingles
Nasty medical condition, or awkward roofing accident?

Nasty medical condition.

re Nosig: Jiggy and I and others had a long debate about letting the GM or the player make PC stealth/sense motive/certain perception checks, etc. I was just hoping we'd moved on to other topics while I'd been out.

Shadow Lodge 4/5 5/5 RPG Superstar Season 9 Top 8

Kyle Baird wrote:
Walter Sheppard wrote:
The only real issue I've had with one way or the other with magical loot is that items my players aren't expecting they'll need, they like to give or trade to NPCs for information or as part of a bribe.
I know one scenario where this is expected of them. *whistles innocently*

Which one (you can spoiler it)? I was referring more to the scenarios where the PCs are expected to diplomacy or bribe their way into a place, and failing their diplomacy they bribe the guards with that +1 leather armor they just picked up.

Sczarni 3/5

So I've been thinking about this. Item Cards.

When preparing my next scenario, I'm going to pull out my item cards so that players can just distribute the items the way they want without having to write anything down. And some mini sticky notes that can be attached to each item if they're able to identify them. These I'll just stick to the page.

2/5 *

1 person marked this as a favorite.
Christopher Ginn wrote:

As a GM I strive to find ways to make PFS scenarios (linear by nature)

more non-linear in the way that they feel as they're played out.

One of the ideas that I have recently been considering is not disclosing the effects of certian found items.

Things like potions should be magical murky vials without labels. It should be up to the PC's to attempt to find out what the have collected from a body.

Magical wands likely have control words to activate. Discovering the secrets of these items could prevent useage until it has been found.

I'm sure there are other examples.

Do any other players or GM's have thoughts on this?

Do you have any idea how easy it is to ID potions? It's a Perception check DC 15+ spell level. So a DC 18 maximum. Many 1st level PCs have that kind of perception.

It's not exactly hard to ID scrolls and other magic items either, all you need is a Detect Magic spell (level 0) and sufficient Spellcraft.

You can Take 10 on all checks when out of combat and/or not stressed.

As a GM, if I didn't know the players, I would wait for them to ask the questions (Detect Magic) and tell me their Spellcraft bonus to see if it's automatic. Potions are basically automatic unless you're running with all Fighters. Asking beyond the first time is basically just wasting time that would be better spent on something fun (like roleplaying).

Ran with a lot of experienced GMs at Origins this weekend and they didn't waste time and just told us what the items were. We had had arcane/divine support, so they could have just Taken 10 on Spellcraft checks. PFS items tend to be weak compared to your level anyway, which makes them doubly easy to ID.

2/5 *

1 person marked this as a favorite.

A lot of players and GMs forget why we play the game: For memorable moments. Whether you ID a magic item is not memorable (at least to me). You remember the funny roleplaying moments, like the following moment at midnight last night.

An Aspis consortium member tries to escape from us by climbing up a ladder. We send a huge constrictor snake to chase him a few rounds later. Little did he know a huge ape animal companion is also climbing (and squeezing) down the ladder. Aspis tries to “Bullrush” through the ape (yuck!), fails miserably, and he crushed horribly to death between the apes butt cheeks and bitten in the ass by the snake. What a horrible way to die. That image will be burned in my brain for awhile. Lol.

If we were wasting time, we would have never had the time for that. And yes, everyone has the right to choose their definition of fun, just remember you can't have everything…

The Exchange 5/5

1 person marked this as a favorite.
Jason S wrote:


...snipping out good stuff...

You can Take 10 on all checks when out of combat and/or not stressed.

... so they could have just Taken 10 on Spellcraft checks....

O.O ... wow...

you bring a tear to my eye....

The Exchange 5/5

Jason S wrote:
A lot of players and GMs forget why we play the game: For memorable moments. ...

+1

Grand Lodge 2/5 RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

nosig wrote:
Jason S wrote:
A lot of players and GMs forget why we play the game: For memorable moments. ...
+1

This is why my characters typically tend to be just a tad off-beat in their abilities.

1/5

Jason S wrote:

A lot of players and GMs forget why we play the game: For memorable moments. Whether you ID a magic item is not memorable (at least to me). You remember the funny roleplaying moments

best logic thus far i think

5/5

I really like the idea of finding out the PCs' spellcraft take 10s at the start if that's how they want to identify magic items. Thanks for that.

For my part, I have recently started not auto-identifying items for the players. I noticed that when I just read off the loot a goodly number of people don't pay attention (asking me to repeat it at least once) or treat it as a chore to record what they find. There is no feeling of "hey, what awesome stuff did I find?" It also makes PCs investments into spellcraft less valuable because it effectively gives even an Int 7 fighter a spellcraft of infinity.

Spoiler: Wonders in the Weave, part 1: The Dog Pharaoh's Tomb:
Neither group I have run through this even tried to identify the rope of climbing which can be a serious help if used well.

The Exchange 5/5

It has resently be pointed out to me that you can not take 10 on the Spellcraft skill checks to determine the properties of magic items with a detect magic. Detect magic requires concentration, which prevents a PC from taking 10.
.
yeah, this is nosig, saying you can NOT "take 10" on something most judges appear to be allowing the PCs to do it on.

Grand Lodge 4/5

KestlerGunner wrote:
I think the GM's role is to streamline the game to keep the action moving, and not bog down the players in administrative rolls that ultimately mean very little.

When the players fail to identify that scroll of flaming sphere in one room, and fight a creature with vulnerability to fire in the next, having exhausted all their own fire spells, then that administrative roll can wind up meaning quite a lot. This example is from a recently-run scenario, so I'm not just making things up.

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