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[Done for V0.38] Cursed items / Renaming items

Posted: Mon Aug 26, 2002 8:11 am
by Lubor Kolar
I loved these two points seen in Eye Of The Beholder series, maybe it could be implemented to RTC too:
1. Cursed items - there was no way to remove cursed item worn on hero, only using apropriate scroll/spell.
As in "Bugs->Cursed sword error" topic is mentioned, I also think that "cursed" flag is not fully used in DM - in my humble opinion "cursed sword" means more than just a little "luck" decrease. As far as I remember I could fight very well with that cursed sword, what is not so real.

2. Some items had a special name (remember +2 long sword Hunger or +5 dagger Flicka?). That name was only visible with high cleric level. I think it would be cool to implement that possibility to RTC. I know that +/- bonuses are no applicable to RTC because EOB used AD&D rules, but I like naming special items (like artefacts, either good or cursed). It could be also good to combine naming special items with quests.
For example we have "Long sword" with nick "Sting" , priest level 2 and fighter level 5. When party leader is priest with level 2 (novice) and fighter with level 5 (craftsman) or higher, he/she would identify this item as "Sting", but others identify this item as "Long sword". I loved that as my party gained more experience, they more understood what they have worn.
And even more: there is closed door with alcove and "Give me Slayer" scroll. Since Falchion "Slayer" could be only unveiled by fighter with level 4, party must search for that Falchion, which could be a bit hard if they have a small fighter levels because "Slayer" falchion looks and weights the same as all other falchions.
Just a thought...

Re: Enhanced items

Posted: Mon Aug 26, 2002 1:12 pm
by cowsmanaut
sounds good that idea of certain statistics being hidden to the novice. It makes sense and it also makes you want to gain certain levels of specific attributes.

A lot of people will neglect their fighter levels in favor of magic since magic lets you shoot powerfull spells instead of needing to go toe to toe.

Then have a tolken item with a scroll that might be a dagger that is really a key. The scroll could then say "When is a Dagger not a Dagger" or "A Dagger is just a Dagger to the untrained eye".. etc

(perhaps this is going too far.. but the point is it has some serious potential)

Re: Enhanced items

Posted: Tue Aug 27, 2002 9:17 am
by Lunever
Some of this was in DM too: Only experienced wizards/priests are able to identify the power level of potions/bombs.
George, is this already implemented in RTC?

And I think cursed items affecting only the internal luck is quite fine because it is subtle and difficult to trace for the average player (who is not messing with the program code).
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Re: Enhanced items

Posted: Tue Aug 27, 2002 10:14 am
by Lubor Kolar
Lunever, do you really think that for example "Cursed sword" differs to uncursed one just by small change of "internal luck"? I will ask other way: do you think that hero with rabbit's foot (small increase of internal luck) is much more powerfull than hero without rabbit's foot? I don't think so and that's I think that cursed item should rapidly differ from uncursed one. Example by numbers:
If normal falchion does 10-20 damage, cursed one should do 1-5 or somethink like this damage, I don't think that "cursed" damage 8-18 (instead od 10-20) is high enough penalty for "cursed" status.

Re: Enhanced items

Posted: Tue Aug 27, 2002 10:25 am
by Lunever
Yes, I really think so. If someone hacks with a sword on your head you won't survive just because the sword was cursed. Yet it may prove ill for it's wielder in the long term.
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Re: Enhanced items

Posted: Tue Aug 27, 2002 10:43 am
by Lubor Kolar
IMHO if someone want to cut my head off with a cursed sword, it will be far more dificult to aim my head and hit compared to uncursed weapon. Just a different point of view. About curse - what could curse do, what do you imagine? My opinion follows (there could be of course a combination of these effects):
* wearer don't want to remove the item (taken from EOB)
* curse has negative effect on the item (taken from EOB, size of that negative effect may differ according to "curse power"), like smaller AC for armour, less chance to hit for a weapon, less damage caused with weapon
* instant (and one-time, probably temporary) decrease of any stats, for example wearing cursed armor would lead to "bonus" -15 to vitality, when removed (by spell, because wearer wouldn't like to remove it), vitality returns back to its previous value
* long-term influence on character, like slowed/stopped health/mana regeneration, permanent stats decrease (for ex. when worn cursed sword, for every day strength is permanently decreased by one), slowed/stopped experience gain
* cursed weapon could deny to attack some types of monsters
* wearer of cursed item would attract monsters so monsters could feel its presence (and will move toward and attack the wearer) from a far large distance

This is what I imagine if I hear "cursed" item. You can imagine total opposite of above for "blessed" items. Some of that thought could be IMHO implemented to the engine and it will depend on Dugeon Creator, which effect (and how strong) he decides to use.

Re: Enhanced items

Posted: Mon Sep 09, 2002 2:56 am
by beowuuf
This reminds me of the similar thread about shackles, character specific items, etc - having items that 'stick' in a specific inventory slot...maybe unless swapped?
So a handcuff in the hand cannot be moved, and blocks charactr actions, until swapped with an iron key
cursed armour required blessed clothes or (in the case of a sword) a remove curse scroll to swap

You can make immovable items (a necklace that will never come off, so therefore if given to a starting characters will always indicte he is present if carried in the party)


Yup, some nastier curse options would be good - ones i would agree with are:

- negative mana/health/stamina/stat 'bonuses' (unless this is already possible)
- continual damage (poisoning, health/stamina/mana drain)
- more internal factors altered so the curse isn't visible - regeneration or food depletion speeds or as mentioned armour ranking
- surprising weaknesses - armour that seems to protect normally but has no blunt, sharp or fire resistance, for example
- damage from attack (random chance that an attack willhit the person or other party member instead)

Re: Enhanced items

Posted: Mon Sep 09, 2002 3:31 pm
by Lunever
I think all of this would very AD&D, but very un-DM because it lacks subtlety. A curse unseen yet influencing a character is much more evil.
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Re: Enhanced items

Posted: Mon Sep 09, 2002 4:10 pm
by Lubor Kolar
I partially disagree. In DM you have both "hidden" stats modifiers (rabbit's foot, cursed armour/sword etc.), but also "visible" stats modifiers like necklases, mana staves etc., so I don't think advanced curse/bless options would be un-DM.

Posted: Fri May 12, 2006 3:29 pm
by George Gilbert
All of this can now be done in V0.38