Just a handy little widget to rapidly determine what properties of a magic item are identified (pearl and small carp notwithstanding).
Matic-Identify (XLSX)
(updated based on helpful feedback from Papyrolf)
A Left-handed View of AD&D
Just a handy little widget to rapidly determine what properties of a magic item are identified (pearl and small carp notwithstanding).
Matic-Identify (XLSX)
(updated based on helpful feedback from Papyrolf)
Last updated: 200411, 200704
As my groups level up, they acquire more magical gadgetry. Through no specific design, they’ve acquired a concentration of constructs and transmutation devices. As written, the devices are all wildly different. As I work through the edge cases questions, I find a similarity in questions, yet provide inconsistent answers. As my thought process evolves, the answers are different. There’s value in everything being unique, but inconsistent answers means items won’t work consistently—my players hate that! There are enough edge cases even if they are all similar. Despite my love of complexity, these magic items add a level of complexity all their own. I should put all of those answers in one place, and smooth out the edges.
Magical constructs are items (staff, bean, statue, etc.) that turn into a creature. By default:
Magic items can assist PCs in assuming another form. The following are generally true:
Days “end” at a varying, unpredictable time, based on varying factors including but not limited to ley lines, phase of the moon, astrological imports, and PC sleep cycle (when does a new day start, anyway?)
As always, exceptions can apply for specific items.
I’ve been a GM for *mumble* years, having started in junior high. As editions have come and gone, my groups have stuck with 1st edition. I own almost everything ever published for 1e, in addition to the core books for everything that followed (and preceded) it. Yet no set of rules can ever cover all of the circumstances that players can come up with.
I spent my working career in IT, and my favorite part of that is solving intensely intricate and technical complicated problems, breaking them down to their component parts, and truly understanding where things went wrong. I come from a background of 20 years of full-contact sword-and-shield combat (the SCA). The SCA included a fair grounding in an eclectic range of medieval history as well. Perhaps it’s that combined background that makes me want to puzzle out the intent of various strings of Gygaxian prose, and play in a universe where we have answers when characters want to do something that the rules don’t cover. And I’ve had the good fortune to have found good players who like the same thing (or at least put up with me).
Rule systems have to work. One problem with AD&D is that even when there is a system, gaps need to be filled in to make it usable. Or the wording is contradictory, and yet more components have to be inferred. How can we answer those question within the context of 1st edition?
My intent here is to document some of those efforts we’ve developed over the years to create a universe that has a specific system for how to solve all of a characters’ persistent questions. Life is complicated, but that doesn’t mean we can’t find solutions.