I would suggest that everything of variable quantity should behave as:
* + and - are treated separately
* you know everything less extreme than what you have identified before
* you probably also want to separate eg to-hit melee /to-hit launcher / to-hit missile; possibly even down to eg to-hit hafted / to-hit sword / etc
I would tend to not actually show any 'runes' and just give "this item has unknown properties" vs "you know all about this item". This basically eliminates rune-bloat.
I would have thought it would be as it is now, but now that you mention it- how would the following work:
* ID has a 50% chance of identifying each unknown property. At least one property will always be identified.
* + and - are treated separately
* you know everything less extreme than what you have identified before
* you probably also want to separate eg to-hit melee /to-hit launcher / to-hit missile; possibly even down to eg to-hit hafted / to-hit sword / etc
* How does jewellery fit into the rune system in general?
* Are Activations runes?
* Are Activations runes?
* For that matter, when do you first learn that a given item has runes and how many? Sight/walkover/pickup?
* Should using magical ID on items with runes identify all runes at once (potentially very powerful and more far-reaching than current ID) or just one rune at a time (requires faffing with selection menus, potentially causes issues if there are non-rune properties that also need identifying)
* ID has a 50% chance of identifying each unknown property. At least one property will always be identified.
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