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Feature Request: Identified Magic Items

Zenith

Member
I'd like a way to toggle whether a magic item has been identified by a player or not. I use Hero Lab as a campaign manager and when the pick up magic items and I distribute their sheet print outs, I'd like the wand of burning hands 35/50 to just show as unidentified wand or some such.

I asked someone personally and they recommended just copying the item in question in the database to be an "Unidentified" version, but that kind of falls apart when I need to make dozens of magic items, some of them with unique charge counts... It isn't impossible, but it seems like a checkbox for a print filter might be a simpler solution?
 
I think there is an adjustment to change its name in the community pack
There is one that lets you "enter" a Custom Name for an item but I could see that being a little cumbersome. In addition if you hovered over the wand it would still tell you all about the "spell"....

Let me add this to the To-Do list and see if I can make something up. I think I can but need to build a proof of concept to see if it fully works....
 
I have used the adjustment in the community pack for the same purpose.. to "alias" unidentified treasure items as "unknown wand" or the like.

Based on past experiences, it is likely necessary to allow some kind of note about the source. When the party has 3 items named "unidentified wand" or the like, if there isn't a note (ex. "from tomb") to differentiate them, then keeping the names "masked" creates a new problem.
 
I have used the adjustment in the community pack for the same purpose.. to "alias" unidentified treasure items as "unknown wand" or the like.

Based on past experiences, it is likely necessary to allow some kind of note about the source. When the party has 3 items named "unidentified wand" or the like, if there isn't a note (ex. "from tomb") to differentiate them, then keeping the names "masked" creates a new problem.

That is why the GMs that I know have a list of loot and an ID# that goes with it. That number then can be used as part of the name "Unknown Wand (Item #20)"
 
That is why the GMs that I know have a list of loot and an ID# that goes with it. That number then can be used as part of the name "Unknown Wand (Item #20)"
This is actually exactly what I do. In matter of fact in my house-rules data set all magic items get a "text" box next to them to enter the "ID#". If purchased the player types in "Purchased". :)

Makes it really easy to keep track of where a magic item came from. Especially if its Cursed. *Insert Evil DM Laugh* :D
 
If anyone is interested here is how it looks on a character from the iPad. All magic items get a little "text box" to type into. If you don't type in HL even shows it in red. :)
MagicItemID.jpg
 
How do I implement this? I have the community pack but I'm pretty dumb with it.
The current adjustment in the community Pack lets you overwrite the equipment name fully to anything you wish.

If you have the community Pack installed then start HL and your open your character. Press "CTRL-K" and make sure "ShadowChemosh's Adjustments" are turned on. Then go to the "Adjust" tab and "Other Adjustments". Look scroll down to the "Equipment" section and add the "Custom Name: Equipment" adjustment. From the "Custom Name: Equipment" dropdown select the equipment/magic item. Then in the 'Source' or 'Duration' section type in another name like "Unidentified".
 
Here is a related question...

How do I add magic to a sword or any item for that matter. I would like to add the "Vs Evil" to a +1 sword. I cannot see anywhere to add that.
 
You add a custom magical weapon to a character under the Weapons tab; select "New Magic, Custom or Masterwork weapon" and then "- Custom / magic weapon -". After that you can select the base weapon, the plus on the weapon, and any special material used and special abilities to add.

If you're modifying an existing magical weapon you select the Edit option (the hammer & wrench icon) and add the changes you want (noting the change in value so you can subtract the cost in your Journal if you're buying it normally).
 
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You add a custom magical weapon to a character under the Weapons tab; select "New Magic, Custom or Masterwork weapon" and then "- Custom / magic weapon -". After that you can select the base weapon, the plus on the weapon, and any special material used and special abilities to add.

If you're modifying an existing magical weapon you select the Edit option (the hammer & wrench icon) and add the changes you want (noting the change in value so you can subtract the cost in your Journal if you're buying it normally).

OK thanks will try that...

Ah...I didn't see the little "click to add" in the window before... Got it fixed...thanks the detailed instructions were just what I needed...and now I know...
 
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