I kind of wanted to think about some ideas about how to make non-sticky curses. Ideas from other variants are also welcome. The main idea is that the current implementation of sticky curses is kind of broken. The problem is that if you wield a cursed item, you can scum dlevel 1 until ?rcurse appears in the store. If the item is heavily cursed, you can buy enough ?enchant to remove it. These are mitigated somewhat by removing ?rcurse and ?enchant from the alchemist. But I'm not sure this is the best solution. To abstract this a bit. The problem isn't so much that sticky curses exist, but that the curse removal process is tedious rather than challenging.
I do not want to talk about mixed blessing items. These are fine and should exist, especially early on. What I want to suggest instead is to have various different curse removal methods, and a different cursing method. I think this may wind up in variant territory. But since reworking curses is on the short list of changes, this is a worthwhile discussion.
Why have curses at all?
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Curses used to be extremely prevalent. In the early days, every item with negatives on to-hit and to-dam was cursed. This mean that you could not weild items until you pseudo-id'd it. This was a painful mechanic and has since been dropped.
Currently, curses are mainly encountered on Rings and Amulets. (cursed weapons and armor exist but are very rare) Most of these are annoyances, none are deadly. From memory, the curses you are likely to get are =search, =int,str,con,dex. "search, "infra, "wis. Cursed =dam and =acc exist but I think I've only come across them once.
Wielding a cursed item shouldn't keep you from removing the item. Rather it should impart some negative effect until you break the curse. Receiving a curse can also be given from other methods like traps or maybe even powerful monsters. Curses should be rare, but they should also impart some challenge to the game. It is possible to even consider giving a reward for breaking curses, such as an XP bonus.
Breaking curses
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Coming up with a method of breaking curses that doesn't require the tedium of waiting for the town to restock ?rc is important. I think that when you receive a curse you are also told the method of breaking it. Here are some ideas I've come up with.
- Gain some amount of XP
- Descend 5-10 levels from current
- Kill a specific monster native to around current level depth
- Kill any monster at depth N or greater
- Kill the monster that cursed you (if such a thing can happen, probably should be limited to uniques)
Curse types
-------------
This is fertile ground for ideas. So I'll just through out some that I have.
Aggro (-5 stealth)
Weakness (- to-dam)
Clumsiness (- to-hit)
Sickness (regen is impaired)
Idiocy (bigger spell, activation fail rate)
Naivety (lower saving throw, perhaps require saving through even with rconf or rblind)
Descent (ironman rules enforced, no recall, no ascent)
Vulnerability (- to AC)
Danger (increase in monster spawn rate)
Random teleport (as exists)
Slowness (- speed)
Values of Weakness, clumsiness and slowness should be dlevel dependent. None of these curses should be overly punitive so that the result is to avoid being cursed at all costs. That brings us back to the old days where you need to wait for pseudo. But they also shouldn't be ignorable either. And there's a lot of info from variants that can be useful on both of these points.
And if you want a list of uniques that should be able to put a curse on you that gets killed when you destroy them, the following ones seem like good candidates:
Wormtongue
Draebor
Mim
Eol
Mouth of Sauron
Ringwraiths
Saruman
Angel uniques
Balrog uniques
I do not want to talk about mixed blessing items. These are fine and should exist, especially early on. What I want to suggest instead is to have various different curse removal methods, and a different cursing method. I think this may wind up in variant territory. But since reworking curses is on the short list of changes, this is a worthwhile discussion.
Why have curses at all?
-----------------
Curses used to be extremely prevalent. In the early days, every item with negatives on to-hit and to-dam was cursed. This mean that you could not weild items until you pseudo-id'd it. This was a painful mechanic and has since been dropped.
Currently, curses are mainly encountered on Rings and Amulets. (cursed weapons and armor exist but are very rare) Most of these are annoyances, none are deadly. From memory, the curses you are likely to get are =search, =int,str,con,dex. "search, "infra, "wis. Cursed =dam and =acc exist but I think I've only come across them once.
Wielding a cursed item shouldn't keep you from removing the item. Rather it should impart some negative effect until you break the curse. Receiving a curse can also be given from other methods like traps or maybe even powerful monsters. Curses should be rare, but they should also impart some challenge to the game. It is possible to even consider giving a reward for breaking curses, such as an XP bonus.
Breaking curses
------------------
Coming up with a method of breaking curses that doesn't require the tedium of waiting for the town to restock ?rc is important. I think that when you receive a curse you are also told the method of breaking it. Here are some ideas I've come up with.
- Gain some amount of XP
- Descend 5-10 levels from current
- Kill a specific monster native to around current level depth
- Kill any monster at depth N or greater
- Kill the monster that cursed you (if such a thing can happen, probably should be limited to uniques)
Curse types
-------------
This is fertile ground for ideas. So I'll just through out some that I have.
Aggro (-5 stealth)
Weakness (- to-dam)
Clumsiness (- to-hit)
Sickness (regen is impaired)
Idiocy (bigger spell, activation fail rate)
Naivety (lower saving throw, perhaps require saving through even with rconf or rblind)
Descent (ironman rules enforced, no recall, no ascent)
Vulnerability (- to AC)
Danger (increase in monster spawn rate)
Random teleport (as exists)
Slowness (- speed)
Values of Weakness, clumsiness and slowness should be dlevel dependent. None of these curses should be overly punitive so that the result is to avoid being cursed at all costs. That brings us back to the old days where you need to wait for pseudo. But they also shouldn't be ignorable either. And there's a lot of info from variants that can be useful on both of these points.
And if you want a list of uniques that should be able to put a curse on you that gets killed when you destroy them, the following ones seem like good candidates:
Wormtongue
Draebor
Mim
Eol
Mouth of Sauron
Ringwraiths
Saruman
Angel uniques
Balrog uniques
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