amaril wrote:If swapping amulets is undesirable, just make them all fragile and ID on sight. Bonus: if you did this there would no longer be a reason for mostly harmful gimmick amulet id traps to exist.
I really, really, really like this idea. It solves so many problems. Think of all the info you wouldn't need to convey to the player: all those cumbersome mechanics that would disappear, from unavoidable draining for N+++ resistant characters, to having to read the taste of every single chunk you eat.
Have amulets of the same kind stack, maybe even make amulets not take inventory room. You want to swap? Sure, do it, but lose the chance of doing it later --> actual strategic decision.
This is a great, simple, and elegant proposal, I think it would deserve a GDD discussion.
And it also makes amulets more different from scarves.