Post by kalbaern on Oct 15, 2019 17:36:08 GMT -5
OK ... now that I have your attention ... I wanted to bring up the idea (as I'm furiously editting and expanding our loot tables) of cursed items. Mainly, would they be seen as fun or game killing? Personally, I miss the "good ol' days" of PnP and having your character find out that the largest, shiniest sword in the pile that he just had to have ... comes with a curse. Now, I'm not talking about the classic "Sword of Back Biting" that every swing made made you or gave a chance you'd hit yourself ... I'm not quite that evil. But rather cursed items that are funnier ... at least to me. I'll give a few examples that came to mind recently.
"Armor of the Badger"
- Can be Padded, Leather or Studded Armors of "Masterwork" quality (extra +1 vs blunt attacks)
- Would have a generic name or simply use the "Masterwork" label.
- Would have a random chance each time it's equipped before the actual curse is activated.
- True name would display after the curse has activated.
- Curse activation would make it impossible to unequip unless a "remove curse" spell is used (would add a few NPCs to do so for a price).
- The curse? Every in game hour (roughly every ten minute in real time) there would be a chance that you get a badger in your pants. OK, not really, but some minor damage and an angry biting badger at your feet.
"Dwarven Mug of Drunkenness"
- Appears to be an equipable mug with 1-3 uses per day / ale.
- Would have a name like "Mug of endless brewskie".
- When the curse actually activates, you cannot unequip it and the name changes. Gains a +1 AC bonus as the mug is now what you use as a shield.
- The curse? Every 5 minutes, the player is forced to quaff the mug. Normal alcohol imbuing and penalties then start to kick in.
"Wand of Instability"
- Is a "normal" wand of some minor use per day spell like 3x per day Magic Missile.
- Name will display as the "normal" wand type.
- When the curse is eventually activated, it becomes unequipable and the name changes.
- Using the wand now has a 50/50 chance of performing normally or misfires with effects similar to taking "ginseng" here.
"Platemail of Fumes"
- Appears as a "Masterwork" suit of Half or Full Plate Armor.
- When the curse activates, it becomes unequipable and reveals it's true name.
- The curse? The wearer becomes violently flatulent and and will "exhaust fumes" randomly ... but only in combat. Effect is similar to a "stink beetle" or choking powder.
Anyhow, any of these and other items would only be found in areas that the minimum level a PC will explore is 10th level or higher. Furthermore, they would never be anything but extremely rare finds and never dropped by your average goblin fodder. Let me know your thoughts.
BTW, this was also inspired by some new custom items that are in the works that you can consider "Dormant Enchantment" stuff. Like boots that go from granting +2 Move Silently bonus to becoming boots with a +4 bonus to moving quietly and a once per day use of the spell darkness or something. Or a sword that appears to be just a +1 long sword that when used against a dragon for the first time "awakens" and reveals itself as a Dragon Slayer Blade with improved bonuses. Anyways, I've been tinkering around with a new script where one script can be many things for many items and realized it could just as easily be used for items both beneficial and cursed.
"Armor of the Badger"
- Can be Padded, Leather or Studded Armors of "Masterwork" quality (extra +1 vs blunt attacks)
- Would have a generic name or simply use the "Masterwork" label.
- Would have a random chance each time it's equipped before the actual curse is activated.
- True name would display after the curse has activated.
- Curse activation would make it impossible to unequip unless a "remove curse" spell is used (would add a few NPCs to do so for a price).
- The curse? Every in game hour (roughly every ten minute in real time) there would be a chance that you get a badger in your pants. OK, not really, but some minor damage and an angry biting badger at your feet.
"Dwarven Mug of Drunkenness"
- Appears to be an equipable mug with 1-3 uses per day / ale.
- Would have a name like "Mug of endless brewskie".
- When the curse actually activates, you cannot unequip it and the name changes. Gains a +1 AC bonus as the mug is now what you use as a shield.
- The curse? Every 5 minutes, the player is forced to quaff the mug. Normal alcohol imbuing and penalties then start to kick in.
"Wand of Instability"
- Is a "normal" wand of some minor use per day spell like 3x per day Magic Missile.
- Name will display as the "normal" wand type.
- When the curse is eventually activated, it becomes unequipable and the name changes.
- Using the wand now has a 50/50 chance of performing normally or misfires with effects similar to taking "ginseng" here.
"Platemail of Fumes"
- Appears as a "Masterwork" suit of Half or Full Plate Armor.
- When the curse activates, it becomes unequipable and reveals it's true name.
- The curse? The wearer becomes violently flatulent and and will "exhaust fumes" randomly ... but only in combat. Effect is similar to a "stink beetle" or choking powder.
Anyhow, any of these and other items would only be found in areas that the minimum level a PC will explore is 10th level or higher. Furthermore, they would never be anything but extremely rare finds and never dropped by your average goblin fodder. Let me know your thoughts.
BTW, this was also inspired by some new custom items that are in the works that you can consider "Dormant Enchantment" stuff. Like boots that go from granting +2 Move Silently bonus to becoming boots with a +4 bonus to moving quietly and a once per day use of the spell darkness or something. Or a sword that appears to be just a +1 long sword that when used against a dragon for the first time "awakens" and reveals itself as a Dragon Slayer Blade with improved bonuses. Anyways, I've been tinkering around with a new script where one script can be many things for many items and realized it could just as easily be used for items both beneficial and cursed.