Because I always found the idea of someone deliberatley creating harmful items that superglues themselves to the wearer somewhat derpy (and finding staffs of sanctity in the endgame can be annoying) - what about replacing the no unwielding without sanctity clause with a Will test (the strength of which depends on how cursed the item in question is). If passed, the item is removed and placed in the characters inventory.
Now, actuallt dropping the item to the ground (or throwing it) requires the character to pass a much harder Will test in order to let go of it completely. Carried cursed items periodically forces will tests (harder if worn), which if failed causes hosts of bad shit (tm) to happen (Terror, entrancement, confusion, Stun, forcing the character to wield the item in question, aggroing monsters, drawing monsters to the level, permanently increase the difficulty level of the item, draining Grace etc etc), but otherwise carries positive enchantments to encourage the player to keep them around. Maybe change Staves of sanctity to only temporarily lowers the curse's difficulty level rather than removing it outright.
The idea is to give the player meaningful choices whether to keep the item or not, increasing Will early to get rid of a cursed item (or simply spend lots of turns attempting to succeed dropping it), wearing the item or keeping it as a swap or prioritizing will-improving gear to simply deal with it etc. It's also more in line with Tolkiens theme of the corruptive influence of power rather than the current "screw you for playing the ID-game" that most cursed items boil down to (except for the interesting ones like Haunted Dreams etc).
"You wield the plain gold ring. You have a very bad feeling about this -more-
-more- you feel more protected somehow. You realize you are wearing a Ring of Protection (1d2) (cursed)"
"You attempt to remove the Ring of Protection (+1d2) (cursed) -more-
-more- [success] you reluctantly pocket it instead."
"You attempt to drop the Ring of Protection (+1d2) (cursed) -more-
-more- [failure] yet it is precious to you. Better hold on to it for now."
"Wherever did you keep your Ring of Protection (+1d2) (cursed)?! -more-
-more- You are confused!"
"Your Ring of Protection (+1d2) (cursed) is on your mind again -more-
-more- your gently stroke your dearest Ring of Protection (+1d2)"
"The sight of your dearest Ring of Protection (+1d2) bewitches you! -more-
-more- You have been entranced! The Troll Guard hits you! You die. -more-"
Now, actuallt dropping the item to the ground (or throwing it) requires the character to pass a much harder Will test in order to let go of it completely. Carried cursed items periodically forces will tests (harder if worn), which if failed causes hosts of bad shit (tm) to happen (Terror, entrancement, confusion, Stun, forcing the character to wield the item in question, aggroing monsters, drawing monsters to the level, permanently increase the difficulty level of the item, draining Grace etc etc), but otherwise carries positive enchantments to encourage the player to keep them around. Maybe change Staves of sanctity to only temporarily lowers the curse's difficulty level rather than removing it outright.
The idea is to give the player meaningful choices whether to keep the item or not, increasing Will early to get rid of a cursed item (or simply spend lots of turns attempting to succeed dropping it), wearing the item or keeping it as a swap or prioritizing will-improving gear to simply deal with it etc. It's also more in line with Tolkiens theme of the corruptive influence of power rather than the current "screw you for playing the ID-game" that most cursed items boil down to (except for the interesting ones like Haunted Dreams etc).
"You wield the plain gold ring. You have a very bad feeling about this -more-
-more- you feel more protected somehow. You realize you are wearing a Ring of Protection (1d2) (cursed)"
"You attempt to remove the Ring of Protection (+1d2) (cursed) -more-
-more- [success] you reluctantly pocket it instead."
"You attempt to drop the Ring of Protection (+1d2) (cursed) -more-
-more- [failure] yet it is precious to you. Better hold on to it for now."
"Wherever did you keep your Ring of Protection (+1d2) (cursed)?! -more-
-more- You are confused!"
"Your Ring of Protection (+1d2) (cursed) is on your mind again -more-
-more- your gently stroke your dearest Ring of Protection (+1d2)"
"The sight of your dearest Ring of Protection (+1d2) bewitches you! -more-
-more- You have been entranced! The Troll Guard hits you! You die. -more-"
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