Thursday, November 21, 2013
Re-Doing Cursed Swords
One solution is to apply the penalty to other random rolls, particularly random selection rolls like yesterday's Embedded Relics table. Of course, unless you are using a lot of tables like this, constructed with a mix of bad stuff on the low numbers and good stuff on the high numbers, this won't matter much. You could, however, apply the penalty to other rolls, like the wandering monster roll: instead of a 6 indicating a wandering monster, subtract 1 or 2 (depending on the curse value) from 6 to get a new target number.
These kinds of penalties would apply to the character who took the cursed weapon, regardless of whether the character keeps the weapon or uses it. Only Remove Curse corrects the problem.
Another idea is that, when making an attack, a roll of 1 (or 1-2, with a cursed -2 sword), would cause something bad to happen, like hitting a friend or animating a corpse of a recently-slain enemy. Something to make a cursed weapon seem scarrier than a mere "you thought you hit, but you missed instead." In fact, I'd make cursed weapons act like +1 or +2 magic weapons, in all respects, to give players a temptation to keep the weapon a little longer.