Right now quaffing potions/reciting strolls require you holding the potion/scroll, using it and potentially dropping the vessel which in total is far more than a single standard action in combat, making it much more time-costly than in D&D.
What I propose is being able to quaff/recite items from your inventory.
And perhaps reducing the base value of potions and the number of components required to brew/scribe so consumables would see more use.
More usable consumables
Re: More usable consumables
I'd be fine with that for scrolls, but potions require a check for combat, meaning you can fail to quaff them in battle and lose the potion when you wield it. Unless of course this can be recoded to work for inventory.
Justice is not neccesarily honourable, it is a tolerable business, in essence you tolerate honour until it impedes justice, then you do what is right.
Spelling is not necessarily correct
Spelling is not necessarily correct
- Casamir
- Sword Grand Master
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Re: More usable consumables
I think we could add more pills and charms to work from the inventory, so long as they are not subverting the place of scrolls and potions. I certainly wouldn't mind seeing combative alchemists with more grenadiers, poisons, gases, acids, incendiaries, and other such one-offs. Is there some specific spells you think that would be useful to come into the game in this readily consumable form?
"Get thee back into the tempest and the Night's Plutonian shore!" "'Tis as impossible that he's undrowned as he that sleeps here swims." "I'm begging you please wake me up, In all my dreams I...."
Re: More usable consumables
I know some thieves that would love to see some sort of bomb-making (or trap-making) trade like that...Casamir wrote:I think we could add more pills and charms to work from the inventory, so long as they are not subverting the place of scrolls and potions. I certainly wouldn't mind seeing combative alchemists with more grenadiers, poisons, gases, acids, incendiaries, and other such one-offs. Is there some specific spells you think that would be useful to come into the game in this readily consumable form?
Kalahani Ka'uhane
Gottschalk, Witchdoctah
Gottschalk, Witchdoctah
- Rhangalas
- Sword Grand Master
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Re: More usable consumables
I would be fine with potions and scrolls not requiring you to wield them as long as attacks of opportunity, the delay to recite/quaff, and failure due to combat still applied. It would basically simulate the time/standard moves it would take to hold and use the item without you actually having to frantically bash the keyboard in an attempt to pull off a recall potion before you die.
I agree that scribe/brew requires too many components for them to be a viable trade, because not many want to cover the triple cost of components plus additional funds so the PC can profit. Consumables overall do cost more than they should when you account for them being one-use or for wands having a very low amount of charges, but they shouldn't be dirt cheap either. I'm just saying the merchant is on skooma if he thinks I'm giving him 89pp for a potion.
I'm not sure about grenades, because all classes would essentially gain the ability to cast spells. The few grenade style items that already exist do not cause damage, they just impede the target in some way like blindness or entangle... a silence grenade would be the bee's knees though.
I guess the best place to start for grenade ideas would be to check out FK's existing AoE spells. In any case, they should have a significant cost attached to them and offer a reflex save to avoid them.
I agree that scribe/brew requires too many components for them to be a viable trade, because not many want to cover the triple cost of components plus additional funds so the PC can profit. Consumables overall do cost more than they should when you account for them being one-use or for wands having a very low amount of charges, but they shouldn't be dirt cheap either. I'm just saying the merchant is on skooma if he thinks I'm giving him 89pp for a potion.
I'm not sure about grenades, because all classes would essentially gain the ability to cast spells. The few grenade style items that already exist do not cause damage, they just impede the target in some way like blindness or entangle... a silence grenade would be the bee's knees though.
I guess the best place to start for grenade ideas would be to check out FK's existing AoE spells. In any case, they should have a significant cost attached to them and offer a reflex save to avoid them.
"I have a lot of beliefs... and I live by none of them."
- Louis C.K.
- Louis C.K.