More Difficult Magic Item Identification Dmg

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It seems weird that there are two methods in 5th edition to identify magic items, when one is clearly superior.
The first, obviously inspired by 4th edition, is that after 'concentrating' on an item during a Short Rest, you figure out its properties.
The second, much like earlier editions of AD&D, is the Identify spell, which although can be cast quickly requires the material components of an owl feather and a pearl worth 100 gp. (Admittedly, a spellcasting focus can eliminate the need for the owl feather, but that's not germane to my point.)
I can't imagine anyone . . . EVER . . . taking the Identify spell under these rules.
Even if an adventure contains a magical whoziwhatzis that has to be identified RIGHT NOW or the world blows up, what are the odds on a spellcaster who has taken the Identify spell also having a spare hundred-gold-piece pearl? The answer would be 'ludicrously few to zero.' Beyond that, I can't imagine a spellcaster wasting a spell pick on Identify in the first place.
Note that I'm not advocating for either method specifically as being a better choice for a D&D game world in and of itself; I'm just unable to figure out why there's two ways to do the exact same thing in the game rules, when one is clearly superior (available to everyone, no cost) and one is inferior (restricted to spellcasters, costs money). Was one of them left in the game accidentally, some kind of artifact from a previous version of the 5th edition rules?
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Mar 26, 2019  Definitely using the option on page 136 of the DMG called More Difficult Identification, electing the 'requires the identify spell' option. Because honestly, if any schmuck can ID a magic item just by spending an hour with it, identify shouldn't be in the game. Since it is in the game, let's have it matter rather than being completely superfluos.

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One of the things I vaguely object to in D&D is the 'commoditization' of magic items. I've always preferred the Earthdawn approach, where most items are unique, with their own story and abilities. What are some ways that I can make items more special and less of a 'you beat the guy, you got a +1 longsword, so what's for lunch?'
  • Oct 07, 2011  Harder, or rather more.exciting. magic item identification would help the balance some more wonder into the mechanics of magic items. That is, all you have to do now is fit in the already dull, very mechanical, but expected short rest.
  • We will use the 'More Difficult Identification' variant rule; DMG, pg136. In addition, the Identify spell will always consume the material components used to cast the spell and cannot be cast as a ritual.

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A couple of strategies I've tried, with varying degrees of success:
  • Give items minor secondary abilities (such as from this: https://www.dmsguild.com/product/179781/DD-5e--80-Additional-Minor-Properties)
  • Use the 'More Difficult Identification' variant in the DMG

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But I'm looking for other ideas. Give me your ideas!