For a while I've been saying I'm going to revamp curses in FAangband, with the level of detail I give being roughly "remove sticky curses and add more interesting curses".  So now I think I have a slightly more fleshed out scheme, and would like to hear opinions.
Opinions keenly anticipated.
PS Also note that
					- "Cursed" no longer (necessarily) means "can't be taken off".  It can mean a range of things, including 
- Random teleportation
 - Aggravation
 - Experience drain
 - Random poisoning
 - Occasional summoning
 - Induce fear
 - Random hallucinations
 - Occasionally drops from the player's hand
 - Can't be unwielded (this is now nasty, and would have to be used with care)
 - ...and others
 
 - Remove Curse and *Remove Curse* still exist, but act differently:
- It asks for an item.
 - The item can be in any of the usual places - equipment, inventory, floor.
 - For any cursed item, the player can attempt once to uncurse it; if this attempt fails, it is cursed for good.
 - Obviously, *RC* has a better chance than RC; also player level/INT/WIS/class/something, and item depth/value/whatever will probably be factors.
 
 - Priests may get an early Detect Curse spell, which would at least tell if an item is cursed, and maybe identify the curse.
 - Pseudo-id could work a number of ways:
- Cursed items Pseudo as {cursed}
 - Cursed items with some good properties pseudo as {tainted}, without as {cursed}
 - Cursed items pseudo as {good, cursed}, {average, cursed} etc.
 
 
Opinions keenly anticipated.
PS Also note that
- I found some neat features of lists in vBulletin.
 

							
						
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