quote:
My thought would be that a justifiable reason to include something like this (with mixed good and bad effects) is when you want the player to take a calculated risk: do I (say) try and use an unidentified object to get out of a jam? Is the identifier mechanism unavailable (shop closed, research lab under siege), but I need the artifact this second?
Wav, thanks for that one. Here's some more information (I really
should find my old stuff):
If you use a magic item that is identified, but you don't have the skill to control it, it doesn't mean you'll drop dead in a second. If you have say 20 skill points and 22 required, you could go a long time using that item without any side effects. It's a random matter. This way, if an item is REALLY useful, you'll get to use it. And what's more, using magic extensively will raise you Magic Skill faster, so finally you WILL have 22 skill. If you try an item that's way beyond you skill, like 30 to 20, well, you get 50% change for
malfunction . This is not death, this is missing an attack, making some damage to the player, missing the target, etc.
If you use an unidentified item it's the same, only that you couldn't quite know what you're getting into. It could be a weak ring or most powerful amulet. You
could use it in extreme situations, like escape a deadly trap and such, but that's maybe the only good reason. And as I said, every item has an Identify value, so the trick is that it can get very hard to find a Sage with sufficient skill to identify rare items. It's like in that story:
"I have this ring since I was 16 (now he's bout 70), but I never dared to put it on my finger. The Sage in our village told me it was very powerful and I don't want to mess with such power, son!"
The "Save game, try ring, load game" issue. As I said, the effect is not THAT fast, or even visible. You could wear it for an hour (real time), forget about it, then all of a sudden in a combat it damages you. You gonna load your last one-hour-ago save? I know I wouldn't. But the save/get killed/load problem is another topic.
Things can get messy only when working with opposing Magic energies, like Fire ring - Water amulet(ice). But if you show/explain the player the consequences of such interaction in the intro, or in tutorial, or as a part of the story, it's not quite likely for him to try it.
You asked what "player behavior (I am) trying to enforce?". I'm trying to make the player think before he acts. I'm trying to show him, that considering all your serious decisions before you take action
WILL do him good. I'm trying to make them play wise (and even get wiser (real life) as a result of playing), not stupid. That's all.
Boby Dimitrov
boby@azholding.com
Edited by - BobyDimitrov on June 6, 2001 6:03:10 AM
Boby Dimitrovhttp://forums.rpgbg.netBulgarian RPG Community