To the people who think this is too "gamey": Just because some people will equip a bad ring before reading unknown scrolls, that doesn't make the suggestion a non starter. Even that isn't a no-brainer, because equipping a bad ring is going to have bad effects. If you're equipping a ring of teleportation every time you read a scroll, you WILL end up teleporting right in front of Sigmund or a 5 headed hydra. Maybe a powerful monster will wander by while wearing a -3 ring of strength. In fact, it gets rid of several no-brainers that have been frequently ignored. Got a piece of equipment with only negatives? Drop it, since it will never be useful. That's pretty much the biggest no-brainer in the game, next to "don't die". Part of this is making it affect any equipped rings. If it affects a random ring in your inventory, that's just going to make people empty their inventories, which is too gamey. If it affects only worn rings, people will need to put bad rings on, and that's dangerous - especially if the scroll ends up being curse jewelry instead. Nothing gamey about that, just risk:reward (That's a pretty big risk, actually).
To the people who think this is too "spoilery": I don't see how this is any less intuitive than glow, or brands, or scrolls of acquirement. Sure, there will always be people who look up what everything does on the wiki. I'm one of them, and it's a perfectly legitimate way to play. However, if done right, this shouldn't need the wiki at all - it should be perfectly intuitive. Whatever is chosen for a ring's "opposite" should be intuitive and consistent. If the opposite of protection from fire is an automatic fire brand ring (not saying that it should be, but it's a possibility since the opposite of defense is offense), then that should be the case for all protection from "x" rings. After using a few of these scrolls, you should know exactly what to expect from one. As long as the "opposite" rings are consistent with your expectations of what opposite is, there should be no surprises. Rings of hunger are opposite to rings of sustenance - I don't think you'd need to look that up. This will obviously take some balancing to figure out what makes the most sense, but what doesn't?
To the people that think this will be overpowered: I don't think it should only be able to affect a ring once. These should be rare enough that you can expect to get maybe 2 or 3 in a 3 rune run. Can they show up on L1 of the dungeon? Sure, but so can a gold dragon armor. Even if one did, it would probably be awhile before an appropriate ring to use it on was found. I think that this scroll SHOULD be able to give awesome rewards if used correctly, because the chances of doing so are very slim. Sure, this might lead people to look up the best rings to use, which goes back to the "spoilery" point, but the best rings should require the highest risk (chancing cursing a teleportation ring in an attempt to get control teleport, for example). Again, the exact rings available and the frequency of the scroll will need fine tuning to be balanced, but I don't see it being too powerful one way or the other if done correctly.
KoboldLord wrote:Bim wrote:Or it might make something better, just like if you try a cursed mace or put on an unidentified cursed ring.
And if I could convert rings of teleportation into rings of teleport control, you can darn well bet that I'll be stockpiling those suckers for conversion.
I don't see why you'd save more than one, since that's all you really need. And besides, what's wrong with that? People already stockpile tons of other potentially useful items. It certainly beats the no-brainer of throwing away all your bad rings.
Bim wrote:It works both ways, and just adds a bit more interest to trying scrolls, as at the moment they either help you or do something very minor.
I don't like the ritual, but the only way to completely stamp it out is for scrolls to be Id'd at start. As that isn't going to happen, having this scroll would simply mean that you would have to be more cautious/think about things, which is better than just clicking on every scroll.
KoboldLord wrote:I understand perfectly well that you want to include a game-wrecking scroll equivalent to a mutation potion. Like the mutation potion, you would be punishing players for taking a risk that they're essentially forced to take, but unlike the mutation potion there's no alternative. You can't ID scrolls without reading some of them, since the ID scroll is a scroll.
This is a legitimate worry, but it fits in with Crawl's design goals. Here's a quote:
Crawl Documentation wrote:From time to time a discussion about Crawl's unfair OOD (out of depth) monsters turns up, like a dragon on the second dungeon level. These are not bugs! Actually, they are part of the randomness design goal. In this case, they also serve as additional motivation: in many situations, the OOD monster can be survived somehow, and the mental bond with the character will then surely grow. OOD monsters also help to keep players on their toes by making shallow, or cleared, levels still not trivial. In a similar vein, early trips to the Abyss are not deficits: there's more than one way out, and successfully escaping is exciting for anyone.
Sometimes, Crawl throws you a curve ball. Reading this scroll accidentally is
not game breaking. Sure, you might be pissed if you lost a ring of control teleport, but it's not unfair. Crawl already punishes players randomly, and in the end, this scroll would be so rare that it would almost never come up early on, and when it did, it could either be a blessing or a curse. Variety is the spice of life, after all.
Bim wrote:It would also make id'ing scrolls more useful, and as we know, everyone always stacks up heaps of Id scrolls.
KoboldLord wrote:What game are you playing? The only time where I end up with heaps of identify scrolls is the endgame, where it no longer matters. I use up identify scrolls as they come available up until late Vaults at the very earliest in every game I ever play, and there's never quite enough to go around.
Again, this scroll would be rare enough that you wouldn't be required to start IDing all your scrolls. It would be a legitimate option, if you were worried about wasting one, but it would be far from mandatory. Besides, having lots of meaningful choices is one of the foundations of the game.
KoboldLord wrote:Bim wrote:It just seems a ritual which isn't needed, and I think a scroll which re-rolls some equipment or weapon/armour plus/negatives would slightly hinder players from just doing this.
You don't have a choice whether you want to do the ritual or not.
You need your teleport scrolls. Full stop. Also blinking, and identify, and many others. You will read-ID most of them, because shops and identify scrolls will not come early enough to do the job.
A scroll that randomly trashes your existing equipment won't change the fact that you NEED to know which of your scrolls are teleportation, but it will make finding out more painful. You still don't have a meaningful choice, but now you have the expectation that you may be kicked in the balls by this scroll around once per game.
Crawl loves kicking you in the balls. Again, this scroll will almost never come up before you identify ID scrolls, but if it did, it wouldn't completely screw you over either (unless you had a cursed teleport control ring on, or something - which, again, probably won't happen before you find an ID scroll and wouldn't screw you over more than randomly trying on a ring of teleport, anyways).
I'm not sure why some people are getting the feeling that the dungeon would literally be littered with these things, and they'd turn all your good rings into "banish you to the abyss, and oh by the way it's cursed and gives you -30000 to hit" rings as a matter of course. It all comes down to finding a good balance.
Edit: Sorry if it feels like I'm picking on you, KoboldLord. I just noticed that every quote I replied to was written by you. You just explained your objections very well, and I feel that I want to address those points.