Manshin
Old School
FRC2 Build Team
Posts: 703
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Post by Manshin on Nov 17, 2005 13:59:40 GMT -5
Though this is really an ambiguous idea, and probably has no real revelance, I figured I would share it anyway. The thought of carrying 60 healing potions seems preposterous to me. Where the hell would you put 60 freaking potions? Carrying large numbers like this is neccessary however to get anywhere in the lengthy, encounter-laiden dungeons of FRC. So, in order to rationalize this, I think of each stack of 10 potions as 1 potion with 10 sips in it. The most healing potions I ever carry at one time by this logic is 6. (60) Though I think I will make it 5. I personally like the idea of having a "potion pouch" for sale. Players would be required to keep ALL potions in it. This would limit the number of potions you could carry and thus help to control inventory related lag. Just a thought.
Manshin
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Post by moulinous on Nov 17, 2005 14:24:47 GMT -5
i think a healing potion pouch or something would be great. or even make healing potions that you can use more than once, but the same price as two or three potions of the same name. like cure moderate and the 40 oz version of cure moderate with three doses. Just make the 40 cost three times the amount, that would help yes or no? or would it make the server just hafta keep track of more?
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Post by kenny26 on Nov 17, 2005 14:54:23 GMT -5
heal skill is your friend. i only carry 30 potions of cure serious wounds, and i rarely use them all in one trip (actually, i only feel forced to chuck them down in large amounts when i'm getting my ass handed to me by something alot stronger ). i carry 30 potions and 30 kits and these go a long ways. i like the idea that you can pretend only to be carrying 3 potions, each containing 10 sips. this can also be done with the healing kits. so one complete kit contains materials for 10 treatments before it has to be discarded.
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Foomanchu
Old School
The next 'Big Thing'
Posts: 299
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Post by Foomanchu on Nov 17, 2005 14:57:04 GMT -5
i'm up for anything as long as it reduces lag!! lol .. and i would LOVE to be able to buy multi use potions! the way it is...it takes soooo long to buy em all! and with lag...might as well not even start! lol
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Post by soulfien on Nov 17, 2005 22:44:44 GMT -5
I'm all for realism, Manshin, but in Pencil and Paper, monsters don't respawn. Fighting your way out of a cave you just "cleaned" isn't realistic and requires a buttload of healing supplies.
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Post by marklar on Nov 18, 2005 2:49:48 GMT -5
have the option of both! i like the 10 idea, but if you can't afford 10 get a few
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Post by StabbingNirvana on Nov 18, 2005 11:27:37 GMT -5
fancy idea ... but it sucks when you dont bring enough healing and you gotta call something off short ... especially when youre healing the whole party, you lazy/cheap bums (this doesnt include glewien)
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Post by Talus on Nov 18, 2005 12:11:22 GMT -5
Just be rememberin where ye can get ye 'ealin supplies fer less...That's right Malagan Adventurin Goods. Talk ta the Cap'n
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Post by DM Grizwald on Nov 19, 2005 20:32:53 GMT -5
yeah kam is the man, and i hate saying this but i agree with stabbing nervana. I usually always have like 100 potions and 100 healing kits with me. I usually end up using, on a decent trip about 60 of both. Healing the party and myself because of my low AC. But, i have all of my kits in one pouch and all of my potions in another (its organized and sounds better when you say it).
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Post by Eons of Recluse on Dec 9, 2005 6:06:14 GMT -5
Healing potions? Who needs 'em? ^^
Just one point that if one really wants to RP a healing potion then first you must take off your helm, dig it out of your pack and then drink it. However I like the idea of multiple uses in a potion. For example we have just one potion that has charges and depending how many charges you use the mroe healing you get. For example potion can be used for example cure minor, cure light and cure moderate, each use drains certain amount of charges for example minor is 1 charge, light is 3 and moderate 5.
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Manshin
Old School
FRC2 Build Team
Posts: 703
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Post by Manshin on Dec 9, 2005 12:32:48 GMT -5
Though the idea of the multi-charge potions has merti, honestly, this topic is just an RP idea. We already carry potions in stacks of 10. This idea is just a way to go about rationalizing that you can carry so many. I find I enjoy NWN when playing it realisticly(Or at least attempt to). Get out your backpack. Now stuff 60 vials into it along with all your other hiking gear. Hense... the need to rationalize this in a way that seems realistic. By treating each stack of 10 as a single potion with 10 uses, it is a bit more believable. The trouble with doing multi-charge potions is that it allows people to carry even more than the already ridiculous amount of potions. That would mean 100 uses per stack of 10. Some may agree with this, others may not, but here is my thought. Part of the fun of planning and going on an adventure, is packing your supplies and trying to figure out what you need, and what you dont need. Like a wizard choosing which spells to prepare. I would love to see space for only a limited amount of gear, like in a real pack. I would love to see a maximum number of potions you can carry. You can fill it with bulls strength and barkskin, or healing potions, or any mixture of potions. This would increase the need for a cleric, stunt farming, and require better care and thought to adventuring. As a way to rationalize this... think of potions as coming in fragile glass containers. Contact with metal nulifies and weakens the potion, thus it must be kept in glass. (Or stone, which would way to heavy) A potion pouch which can attach to your belt will hold a certain amount of potions and keep them from being shattered in a fight. It is a renforced pouch built to whitstand the rigors of combat. Also, because it is on your belt (Or some easily accessable place) It allows the adventurer easy access. Adventurers who place potions in their pack, or some other place, more often than not, find only broken glass and damp gear when reaching for a crucial potion. The goal here is to get as close to PnP as possible right? (PnP=Paper and Pencil D&D for all the non-geeks.)
Manshin
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Post by Talus on Dec 9, 2005 13:00:48 GMT -5
I always thought of my quickslotted potions as in a belt pouch or potion badoleer.
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Manshin
Old School
FRC2 Build Team
Posts: 703
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Post by Manshin on Dec 9, 2005 13:01:52 GMT -5
Another thought to add to tihs. Certainly in PnP (see above) monsters dont respawn, however, since you "know" they are going to do it in NWN, dont bite off more than you can chew. Its not like when they come back its going to be a surprise. If you want to do something difficult, and are not sure you have enough healing potions, find a cleric, take time and care into each encounter to minimise the damage you sustain. Use wizards and archers to thin the enemies before closing into melee battle (Something which will soon be more realistic). All of these precautions may make a few potions go a lot further. And you will have a richer game experiance for it. NWN combat is at its best when it is tense. Nothing is cooler than being out in BFE with only a limited amount of supplies and doing everything you can to survive. The mundane feeling of knowing you are going to win disappears, comrades must work well with one another and the thrill of victory when you finally get out is exhillarating. Town will never look so good.
Oh, and yes, the quick slots probably do represent that, im talking more about an inventory item which limits the number you can carry. For instance, something that will only hold 6 stacks of 10, or some other pre-determined number. Carrying any outside this container is not feesible as they will get destroyed.
Perhaps players who carry their potions outside the potion case will be in combat, and a DM will say: "As the orc's club smashes into you, there is an audiable crunch! Within moments, pale blue liquid begins to drip from your pack. Opps!"
Manshin
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Post by Talus on Dec 9, 2005 13:30:11 GMT -5
Perhaps players who carry their potions outside the potion case will be in combat, and a DM will say: "As the orc's club smashes into you, there is an audiable crunch! Within moments, pale blue liquid begins to drip from your pack. Opps!" Manshin You are a mean mean man
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racestark
Proven Member
R-E-A-D-A-B-O-Okay!
Posts: 241
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Post by racestark on Dec 9, 2005 17:24:14 GMT -5
Not to hijack the thread, but wouldn't this kind of apply to arrows? I mean, what quiver can fit 99 arrows, not to mention the other stacks of 99 arrows archers are going to stock up on? I know I use my bow almost exclusively, but I guess you have a point about the thrill, Manshin. Actually, I know you have a very good point. Guess it is time to start multi-tasking. Now where'd I put my sword...?
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Post by Laurk on Dec 9, 2005 18:05:45 GMT -5
One note about arrows however is that you cannot recover them in NWN. If I were playing an archer, I would probably RP recovering my arrows from time to time. The fact that you are holding 99 should just mean that you can shoot the same quiver about 99 times before the arrows are lost or too damaged to use. I know its not perfect, but that is probably a good rationalization of how to live with that fact.
The choice to limit your resources on an adventure not only makes the game more exciting, but it helps reduce lag due to over-full inventories.
Laurk
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Post by soulfien on Dec 12, 2005 7:00:52 GMT -5
hmm... are we playing the same game here, Laurk? I wonder... because I've never really had the misfortune of being able to clean a place out knowing I'll never have a problem with it.... In other words, on FRC, I don't go into the areas that are 10 levels below me That's against the rules, anyway. This server is HARD. Even the kobold cave is a nightmare to anyone who doesn't have a ton of supplies or magical reinforcement. Don't get me started on the orcs! And one thing FRC does NOT need is to be any harder than it already is! Monsters give out very low XP, merchants buy loot for pennies on the dollar of it's actual worth... You get the idea... I recall 2 of your events that my mage went on... you summoned the pits of hell on us! My mage actually took off and fled both events so he could survive. The rewards just weren't worth taking on the entire Underdark or an entire army of ogres! After those two events I've yet to ever stick around any area where an event is going to happen Edit: If you want to make things more realistic, Laurk, how about looking at things from the opposite angle? How about increasing the time between monster respawns? Treasure takes forever to respawn, but monsters will respawn before my PC has the chance to rest, heal, and loot- boom now he must fight that hoard over again! Increase the time and you've got some more realism...
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Post by heimdall on Dec 12, 2005 16:40:16 GMT -5
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henny
Proven Member
No Comparison. Period.
Posts: 218
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Post by henny on Dec 13, 2005 1:04:33 GMT -5
Here that everyone? So no more excuses to not take Meri out with you! Think of it as saving his life every time you do.. especially when those two first zhent scouts cut him down in less then 30 seconds the other night.. fully buffed.. that was embarrassing...
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Post by moulinous on Dec 13, 2005 2:58:22 GMT -5
best excuse not to take meri out? i do not have any fire protection you bad shot fireball throwing gnome! just kidding, flipper boy, you can come with guldie anytime i go poke a dragon in his ribs...
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