I’ve been playing some variant of the mobile game “pixel dungeon” off and on for several years now, and one of the things I like about it is the random occurrence of cursed loot.
Essentially, when you are traveling through the dungeon picking up items from dead baddies or chest or wherever, you don’t know the value of the items you’re collecting. By value I mean stat bonuses or other modifiers. The item card shows up in your inventory with a number and a question mark next to it. The number is a generic value for a basic item of that type (i.e. you pick up an axe, the item card displays ‘14?’ Because basic axes do 14pts of damage.) But until you equip said item you don’t “know” what it does. There are “scrolls of identify” in the game that you can use to determine the exact nature of the items as well.
Some items are cursed items and your character can’t unequip it until the curse is removed. Cursed items give some sort of negative modifier. I’m wanting to try and incorporate this into our games. So I started writing some stuff out in my journal today, here’s what I’ve come up with:
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A cursed item has its original modifiers reduced by a number equal to the “curse level” i.e. silver gauntlets original modifer is +3 str, silver gauntlets with level 4 curse will grant a -4 strength until the curse is removed.
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Cursed items require effort to unequip. Use basic effort
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Cursed items have a negative impact to the bearer.
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Curses can be removed by a magic user via “remove curse” spell.(player or NPC)
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Curses have 4 levels, level equals 2x amount of effort in hearts required to unequip item and 2x amount of effort in hearts to remove the curse.
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Curses may be identified by magic users with a wisdom check against the target. Must succeed 1/2 the curse level rounded up times. (I.e. level 1 curse needs 1 success. 2 needs 1, 3 needs 2, 4 needs 2.)
I’m still working on the basics of how the “remove curse” spell will work, but I’m leaning towards it being a wisdom spell.
Let me know what you think!
Thanks,
Chris