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Predence

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About Predence

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  1. Predence

    Keeping potions useful

    That's a really good point, have potions be much rarer than typical which suits my project perfectly (no/few humanoid enemies, or otherwise enemies that would make sense to have potions) making crafting needed to get them in any reasonable amount. Also having the player sacrifice gold for passives or equipment stats to get the higher bonus is a great incentive. Maybe a dice roll of percentages say a chance of getting 10% 20% or 30% health back and the amounts and chances of the higher %s increase with the better quality? With equipment bonuses on top.
  2. What kind of ways are there to have all restorative potions (the ones in tiers like Minor Hp potion to Greater Hp potion) be useful at all points in the game while still making higher tier potions worth it? My first idea: Have them restore a percentage of the users max health but add a state that prevents them from using another potion of the same for around X turns. This way you can't spam potions over a couple of turns to reach max health while still having large bonuses to health. Though this affects the strategy around using potions a lot more, could be good or bad. My second idea: Have them restore a set amount of the stat and provide a stronger regen the for the weaker potions. So as Immediate gain is higher the regeneration afterwards is slower. Though the regen might be much more useful than any immediate gain. My third idea: Have all potions be a dice roll of gains with higher quality potions having a better chance of healing more. I'm kind of leaning away from this one as it makes even stronger potions unreliable. There is crafting in the project if that factors in. I haven't touch on potions with it yet. Thanks for the help in advance.
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