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What if he's in Genhennom and can't effectively pray? What if his luck is negative, making it impossible to pray effectively? These aren't the more common states though. In Genhennom, the player should know enough lore to know not to test amulets there.Example: There are other items in Nethack that can kill instantly from use, but not by their most common uses. If a player zaps himself with The Wand of Death, he will die instantly unless he is magic resistant. But players don't usually zap random wands at themselves, so one might consider this to be reasonable. Reverse example: Note that there are cases in Nethack where death might be considered unreasonable; every egg has a random chance of being a cockatrice egg, so eating eggs is an unexpectedly bad idea.
Reverse example: Dungeon Crawl has a potion of poison with a long-lived effect. This one plays carefully with the line, since it could well prove fatal to a very low-level character, but usually by resting during that time it has a chance to wear off before death ensues.Rules 3 and 4 are about item identification. Many recent games don't include this feature. Here I give my reasons for suggesting such a system. Item identification in roguelikes aids in presenting the world as a mysterious place, and makes the dungeon itself a dangerous character as opposed to just the monsters.There is also a game design reason: it disassociates the player's progress from the random number generator. The player could find all of the best items in the game on the first level, but he'll still have challenge figuring that out without wasting the resources. The items found are not a gift to the player; he must still expend some effort to properly understand what he's found.The identification game in roguelikes is very rarely considered by designers. Even to this day, it's probable that Rogue has the best ID game, although Nethack's isn't bad (although it becomes mostly irrelevant around the mid game).
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