Finding magic items and discovering what they do is part of their
fun. However, finding the use of an item is easy with the use of the
identify spell in D&D (in 5th edition, it's a ritual
too). My players in particular like playing around with an item to
find what it can do. For this reason, I'll go over some of the things
I've done and seen Dungeon Masters do in order to keep that part of
the game.
Complex Items
If you skim through the SRD for Dungeons & Dragons 5th
edition (if you want to play for free, that's the PDF to see) some
items provide a single bonus or ability. Other more complex items,
however, allow multiple different effects to be used from the same
item as well as possible providing a bonus. In these cases, the
identify spell can be used to tell that the item is magical in
nature, not cursed, its bonus as well as possible one effect (if it
has both a bonus and effect, you could decide to only reveal the
bonus). The rest needs to be found through experimentation.
The down side is that some items allow multiple spells to be cast.
Finding a reasonable way for a player to realize that a different
effect is possible is a bit tricky unless it's a sentient item and
offers a suggestion. If a different effect is possible, you as the
Dungeon Master can also have a more beneficial effect than is
currently unknown be used to help the party (since the description in
the SRD and Dungeon Master's Guide always had those effects,
it's not the same as doing something just to save the party). For
example, if a staff can cast both burning hands and fireball, but the
wizard only knows of the burning hands property, the staff will cast
a fireball (this can be at a time that's needed or randomly
determined by a dice roll). I tend to be wary of this approach, but
it is an option.
Some items may have a secret property that is only known when used
together with another item as well. This makes for a perfect
candidate for a property that is not instantly known by an identify
spell (though you could decide to make it known if the wizard is
wearing, carrying, or is attuned to the other item(s) needed).
Adding Bonus Effects
The other thing that can be done is to keep all of the items in the
Dungeon Master's Guide as they are but in some cases add your
own properties. These properties won't be found out with an identify
spell and instead need experimentation to discover. I tend to prefer
properties that can reasonably discovered through experimentation to
avoid the difficulty I briefly touched on in the “Complex Items”
section.
You can also add properties that are story related. A sword that is
good against undead is pretty standard. However, the sword that is
given to the party may have been created to destroy a particular
named undead. The bonus is only present when fighting that particular
enemy. It doesn't have to be combat related either. The item could
help guide the party around a particular location, teleport the party
at a particular time, or something completely different. The property
should be specific. I'd also be a bit wary of making it necessary to
complete the campaign though I do have good memories of campaigns
that used this approach (any Hobbit fans would also recognize this
type of item).
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