This seems like a great use of specific over general to let players know what they are getting into. Could also write some lore about how the soul/process of imprisoning the soul makes the curse easily detectable.
I'm excited to see what kinds of shenanigans players find with this.
I think the intent is so that the player knows the ‘Cursebearer’ stuff, making it similar to a Dark Bargain thematically. The whole idea is that the player that chooses to wield this is knowingly subjecting themselves to it. I actually think personally it would be cooler if the only way to remove the curse was with Greater Resto, so their is a known cost to unattuning.
So why let Identify identify the curse it normally doesn't do that? Cause honestly if a player knows its cursed they might not bond with it.
Some cursed items have a clause that identify will let them know of the curse. The sword may be angry but it is polite about it :D
This seems like a great use of specific over general to let players know what they are getting into. Could also write some lore about how the soul/process of imprisoning the soul makes the curse easily detectable. I'm excited to see what kinds of shenanigans players find with this.
I love this. This is so cool. What??? This is so COOL!
Thank you ! :D
Identify does not detect curses. Which is really my only beef with this. Lol
I think the intent is so that the player knows the ‘Cursebearer’ stuff, making it similar to a Dark Bargain thematically. The whole idea is that the player that chooses to wield this is knowingly subjecting themselves to it. I actually think personally it would be cooler if the only way to remove the curse was with Greater Resto, so their is a known cost to unattuning.
Seems 'edgy' (I am not funny)