spectre
Arcane
- Joined
- Oct 26, 2008
- Messages
- 5,440
I agree that the miracle cure all 'remove curse' coupled with the abundance of easy identification ruins the experience a bit (Baldurs Gate I am looking at you right now).
Woudn't it more fun if the priest, instead of a quick pay & remove, said that the curse is too powerful for him to break. Good quest potential here?
Andy if you actually had to do some work to gain the full potential of a magic item. I think Earthdawn is a good example to follow here.
But, I think the real problem is the abundance of magic items in general. Remember BG? If it didn't have blue background, it wasn't worth picking up.
BG2 went further, and ToB reached the pinnacle, and you were hard pressed to find phat lewt that wasn't actually magical.
Such an approach means magical items lose their special status. They just become mundane stuff, with each sheepherder having +1 staff of striking wolves mightily.
Also, a word to those guys who say that you should identify items you've seen on sight. I think while this is a non issue for simplistic things like, +1 arrows.
But, for more complex things, like wands and rods that launch stuff at targets, I think its plausible that each individual item has a unique way of activating. Does it come with a user manual? Do you press a button? Do you speak an activating word, do you just think it? And what word is it anyway. That's what identification should tell you.
Woudn't it more fun if the priest, instead of a quick pay & remove, said that the curse is too powerful for him to break. Good quest potential here?
Andy if you actually had to do some work to gain the full potential of a magic item. I think Earthdawn is a good example to follow here.
But, I think the real problem is the abundance of magic items in general. Remember BG? If it didn't have blue background, it wasn't worth picking up.
BG2 went further, and ToB reached the pinnacle, and you were hard pressed to find phat lewt that wasn't actually magical.
Such an approach means magical items lose their special status. They just become mundane stuff, with each sheepherder having +1 staff of striking wolves mightily.
Also, a word to those guys who say that you should identify items you've seen on sight. I think while this is a non issue for simplistic things like, +1 arrows.
But, for more complex things, like wands and rods that launch stuff at targets, I think its plausible that each individual item has a unique way of activating. Does it come with a user manual? Do you press a button? Do you speak an activating word, do you just think it? And what word is it anyway. That's what identification should tell you.