PlaneShift

Gameplay => Wish list => Topic started by: lyistra on January 06, 2005, 05:55:54 am

Title: Potions
Post by: lyistra on January 06, 2005, 05:55:54 am
Small idea:

Like many medications, potions have an ultimate toxic dose.  If you drink too many of the healing potions in too short of a span, perhaps bad things happen.  Like.. oh, say, you suddenly find yourself paralyzed, hallucinating, or your life starts draining rapidly.

Just my .02 tria.

Basically, at that point, potion tanking becomes... prohibitive. ;)  in an IC sense.

Simple way to implement?  Use an eight bit (short) integer, and each potion adds to the counter according to the strength/quality of the potion. This integer decays over a short time, but system toxicity increases the more potions are used in a short time.  Effects could be coded as spell objects and implemented at certain critical threshholds.  Part of the RPG rules module, I\'d imagine.
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Post by: Moogie on January 06, 2005, 07:32:57 am
Sounds like a great RP/realistic way to get rid of a potential future problem that is seen, but not solved, in many other games. Simple, yet in theory it sounds very effective.
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Post by: Kwip on January 06, 2005, 08:30:59 am
*Kwip mixes up his own potions and drinks too many of them*

\"Hmm, no death, no intoxication, no poisoning, must have been a bad batch.\"  ;)

I love the idea, though it might increase the suicide rate.
Title: Re: Potions
Post by: VMann on May 28, 2006, 09:34:01 pm
I think this is a good idea, and i wonder if it has been forgotten (since it is said to be so simple but not done after over a year)

But now to my own suggestion for limiting potions to make them more realistic:
There could be a time bar that has to fill up before the potion is finally drunk, like the little window popping up when casting a spell. For the roleplay, this time would mean: taking the potion from your inventory (and putting away your weapon if you wield one), opening the bottle, lifting it to your mouth and finally drinking it. Bigger potions need a little longer for this. You can of course only drink one potion at once.
The limitations while drinking could be almost the same as when casting a spell: it is hard to open a bottle when running, so it will be aborted if you run. You cannot fight or work while drinking (try it! make fast but controlled moves while drinking without spilling most of your drink or choking ;D)
But i think spellcasting should still be possible while drinking potions. If i am not mistaken (correct me if i am), magic in Planeshift does not need any gestures or spoken phrases, so drinking would not keep you from casting your spell. Drinking does not need too much of your concentration, so you can still concentrate on casting while you drink, though perhaps with a little restriction:
For example, you have a smaller choice of success for your spell. Or maybe even better: you need skills/stats to cast spells while drinking: only a strong/experienced mage can cast a spell also while drinking, unexeperienced mages need to concentrate more than someone who has cast a simple spell hundreds of times. This would mean: you need a higher level in the magic way to cast a spell while drinking than you would need to cast it while not drinking, or you need a high rank in the stat corresponding to the magic way.

Another suggestion is that healing and mana potions might work gradually, not instantly.

oooof! that text became longer than i thought. any criticism or questions?
Title: Re: Potions
Post by: DaveG on May 28, 2006, 11:05:45 pm
I like the overdose idea a lot.  :)

It's definitely something we might want to put in sometime.
Title: Re: Potions
Post by: beau on May 29, 2006, 01:06:14 pm
For the roleplay, this time would mean: taking the potion from your inventory (and putting away your weapon if you wield one), opening the bottle, lifting it to your mouth and finally drinking it.

what if you screwed the cork on too tight?
Title: Re: Potions
Post by: VMann on May 29, 2006, 08:31:12 pm
 ::| what ideas some people have......... You really find me unprepared with this question. You could include a little random extra time to the use of potions, or you could.....uhm, don't know...... make it easy to yourself and ignore this question :P, or, well, i don't know what else
Title: Re: Potions
Post by: Zan on May 29, 2006, 10:42:29 pm
Only buy potions with no screwing mechanism on the cork ;)
Title: Re: Potions
Post by: Ahriman on June 10, 2006, 03:04:44 pm
Maybe if your character's INT is high enough, he'd know that too much potions is bad and could say on your screen, "YTou cannot drink any more potions at this time". Or maybe add a "Beer" variable that if you drink enough beer, your character becomes drunka nd when you walk, your character may sway from side to side, making it harder to make your way. Or maybe if you're drunk, the potion thing with High enough INT could be ignored and your character will drink it making him/her poisoned regardless of the character's INT. :-X