Originally Posted by Tuco
Originally Posted by Ragitsu
Do not most cursed items fall under that description?
Yeah, that's how a standard cursed item works in D&D since the first editions, so I'm not sure if he knows what he's talking about.
of course, to have cursed items that make sense you have to include an "identify" system for your items, that despise being a staple in D&D this game currently doesn't include.

That said, we already have a couple of things that are close enough, like this "Absolute-tied" equipment. For instance the Gloves of Power (or whatever the hell they are exactly called) that give you a bonus if you are branded by Guts, but cast Bane on your character if you are not.
I fell into that trap first playthrough, put them on without reading the fine print!! However they do at least come with said fine print without having to identify them in any way. I believe truly cursed items should not reveal their issue untill it has been equipped, at which point there should be an issue resolving it.

I am gonna be extra mean and ask that all magical items should have a very small % chance of coming with a curse to make multiple playthroughs interesting / make your playthrough different (again) to someone elses.

I appreciate curses aren't everyone's cup of tea. In fact I played D&D with a DM who flat out removed them from the game because players hated dealing with them.