From b70b32f6ff61c9cef9dc0e2f3bc9cffad8e3b977 Mon Sep 17 00:00:00 2001
From: Malin Freeborn <malinfreeborn@tutamail.com>
Date: Fri, 12 Feb 2021 02:32:49 +0100
Subject: [PATCH] lower requirements to identify magical item

---
 gm.tex | 4 ++--
 1 file changed, 2 insertions(+), 2 deletions(-)

diff --git a/gm.tex b/gm.tex
index a4f5c4a2..c712f2b8 100644
--- a/gm.tex
+++ b/gm.tex
@@ -507,11 +507,11 @@ Cities are TN 6, Towns are 8, and villages are 12.
 \paragraph{Forgery} -- Dexterity + Academics, TN 8 for a signature (vs the interpreter's Wits + Academics).
 
 \label{magicidentification}
-\paragraph{Identifying Items} -- Intelligence + Academics, TN 14 (for Pocket Spells), 14 (for Talismans), or 16 (for Artefacts).
+\paragraph{Identifying Items} -- Intelligence + Academics, TN 10 (for Pocket Spells), 12 (for Talismans), or 14 (for Artefacts).
 Magical items which do not come with instructions often remain enigmas.
 
 A successful rolls allows someone to identify how to activate an item, but the roll requires a Margin of 2 to understand its effects.
-Therefore, rolling a 15 when trying to understand a talisman means one understands how to activate it, but not what the talisman will do.
+Therefore, rolling a 13 when trying to understand a talisman means one understands how to activate it, but not what the talisman will do.
 
 Specializations apply to this roll as usual, so someone without the Alchemy specialization will suffer a -1 penalty when trying to understand an alchemical item.
 
-- 
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