Hyperhydration

Started by Aldrick Tanith, December 19, 2008, 05:17:23 AM

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Letsplayforfun

I like the idea of limiting in some kind of funny idea to limit the (massive?) use of consummables, be it in pvp or in quests.

Potion side effects are a neat idea.

Example (random ideas):

Something such as a potion/wand belt for sale in which you'd put only x potions that would be accessible in combat. The rest would still be accessible on combat end, but just like you can't change armor in a fight, you should be having a hard time looking through you pack to search for such an such potion. AoO are not enough, imo.

Anything to refrain PCs relying on wares rather than skills, actually...

As for duels, encourage (lawful) duelists to drop_pack before duels, maybe even have some kind of standard law organized dueling equipement to hand out to the duelists...

I dunno... anything except "A" uses 10 serious heals and survives, because "B" only had 5 serious heals. (or speed or blur, or whatever).

my 2c

prestonhunt

Back in old school first edition D&D, you could not drink more than one potion without side effects occurring.  The side effects could range from permanent spell effects, to your stomach exploding.  The point was that the potions would mix in your gut to strange results.

I always got a chuckle seeing folks quaff potions like mad in EFU/COA, hoping and praying for the explosion.

Thomas_Not_very_wise

I am against this on the basis of this: Some races do not suffer from over hydration.

Sahuagin, Water Genasi, Kua Toa, a few examples that player are available to play as. What about people who worship water deities? I would think there god would give them some protection against this affliction (Sea caves domain)

I am just saying, I do not think this would be desireable, and will turn many people away from the server, (Naga for one, but then, he's banned, BRING NAGA BACK)

Letsplayforfun

Quote from: Thomas_Not_very_wise;100965I am against this on the basis of this: Some races do not suffer from over hydration.


Com'on TNVW, drop the arguments about 'it's not realistic'. This is a fantasy setting game.

Besides, we're speaking 'mixing magic stuff' more than overhydration, i reckon.

As far as pros and cons, go, i'd say the question really is: is it worth the trouble?

Letsplayforfun

It's not about water, it's about mixing magic stuff, really.

Boom goes the superbuffed warrior. That'd be a laugh.

Hammerfist0

Love the idea (Really? Heltec liking an anti consumable suggestion? Wow!)

Never going to happen, though.

Gwydion

Playing a pure fighter is kind of tough because they completely depend on RP to get healing potions.  There aren't near as many healing supplies compared to the Underdark.  So for higher level fighters to stand and bang in the higher level quests, they have to consistently find a potion maker.  Cure moderate potions are 50 coin, and cure serious are rarely available.  

Multi-class characters can use magic items, wands or UMD if they are rogues which is a big advantage on this server I think.  Being able to make or just use healing wands in combat is huge, both in cost and in the mechanical advantage of no attack of opportunity in combat.

Plate mail has already been effectively taken away, and now you want to nerf pure fighters?

I remember at one time DMs were encouraging more one class builds with magic items, and I think that idea had merit.  

Seriously, the ratio of casters to pure melee builds is like 2 to 1 or more now.  I've never seen so many cleric and cleric multiclass and wizards.  

Worse yet, characters with cleric levels rarely mention their god, preach their dogma, or do anything other than "Bless Tempus for the circle of protection from evil I am about to cast so that you don't get nailed by a fear spell and I get my ass kicked."

ExileStrife


PanamaLane

My two cents: Fighters and other melee classes are -extremely- tough to survive with if you don't know what you're doing. What you should know about what you're doing is to drink a lot of potions.

Yes, the consumable clutter is too great lately. I think if you can tone this down, it would balance the server out as effectivly as the idea suggested in this thread without the need for scripting. Ideally, playing a fighter should be about choosing the right potions at the right time, with limited resources come difficult decisions about when to use what.

Finally, mages/clerics and other spellcasters will never be obsolete. Also, half the time I see people worried about spell slots, they are playing a generalist. You kind of painted yourself into that corner, imo. I know an extra slot per level doesn't seem like much, but add in another couple with an int bonus, and suddenly a lvl 6 mage can really buff, if that's what they are into.

dragonfire9000


core

Seems like one of those kind of over-realistic ideas to me! Plus, yes, it would just promote people multiclassing for wands even more.

Nuclear Catastrophe

So we then revert to watching boring expertise-fests instead?  No thank you.  I don't like this suggestion.

Nuclear Catastrophe

And I don't think potions are over used at all, incidentally.

The Beggar

It would not happen, for the following reasons:

It's a game.

And it's fantasy.



But beyond that, in the realistic world, you need to drink approximately 3-4L of water rapidly (in about an hour) with no water deficits to lower your sodium enough to cause the osmotic shift that then causes your little beloved brain cells to suck in water, swell up, and cause you problems. It's actually a pretty rare event in a civilian ICU, let alone in the military ones where we have people drinking a lot more water. Most of the people in the world walk around mildly dehydrated anyways.

Fighters sweat and are usually fighting. Therefore, all those potions they chug would actually act like primitive gatorade, helping fuel their body to fight off dehydration.

Random_White_Guy

Fighterade.

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