Using consumables from inventory

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Woror
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Using consumables from inventory

Post by Woror » Thu Nov 05, 2015 5:19 pm

Another suggestion to make them more usable, being able to use potions/scrolls from inventory but not either wands or staves.

Actually it can take several turns to drink a potion or reciting a scroll.

Example: remove shield, wear potion, drink potion, remove potion, wear shield.

Since when casting spells you don't have to take the component from the spellpouch and so spending a turn, they would be on the same terms while making them more interesting.
Yemin
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Re: Using consumables from inventory

Post by Yemin » Thu Nov 05, 2015 7:43 pm

I'd push to have wands included since you either need to be empty handed to use them, which provokes attacks or have a weapon in the other hand which means you can't cast.

Most staves should be made into quarterstaves with charges.

Would also give rogues a wider selection of things to steal with the restrictions listed in help steal.
I trained up double-edged bananas because the uber-plantain of doom I scored from the beehive quest was the best weapon in the game. Now it's being treated like a bug and they have gimped its damage! That's not fair! My character is ruined!
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Woror
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Re: Using consumables from inventory

Post by Woror » Thu Nov 05, 2015 9:30 pm

What I had in mind was enriching the combat, right now it doesn't make any sense using them in combat because you spend way too much time.
Yemin
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Re: Using consumables from inventory

Post by Yemin » Fri Nov 06, 2015 2:50 am

If both your hands are filled its supposed to be cumbersome as it would be rl if you were fighting someone and then had to back away to grab something and drink it, whilst still ducking and parrying. Or read it. Staff using or wand using, perhaps not so much.

In table top only special containers or certain feats stop you from provoking attacks of opportunity and I think the system is basically designed so that the ones who don't use their hands for direct combat as much. ie.e wizards, have an easier time using magical implements. as thats a big part of their training and trade. Whereas a fighter would only and in very desperate circumstance try and down a healing potion midfight because of the reasons you stated originally.

I don't thinkpotions anyway, were supposed to be easily or often used midfight and while the idea sounds enriching. If you consider what would happen if a fighter walked in with 10x triple cure serious in inventory?

In table top you can and will usually die in 3 - 5 rounds of damage if your fighting something equal or slightly less than your level, so a 1 round exchange to down a powerful potion to get 1/3rds or half your hp back is fair. Here, unless your a fighter and vastly outclassing the opponent, your goign to take much, much longer so the ratio sits about right with me.

Oh, and if you wear <item/potion/scroll> It will actually remove something from your hands and hold the item in the same round. Long as your not using a two handed weapon I believe.
I trained up double-edged bananas because the uber-plantain of doom I scored from the beehive quest was the best weapon in the game. Now it's being treated like a bug and they have gimped its damage! That's not fair! My character is ruined!
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