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Healing Vials

 
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Ares
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Joined: 19 Dec 2006
Posts: 981

PostPosted: Sat Mar 04, 2017 11:51 am    Post subject: Healing Vials Reply with quote

So I've been thinking, it's kind of silly for people to be chugging tons of healing vials. I'd like to hear what people's ideas are for some possible alternatives. One's that come to mind for me might be..

an object that duplicates the effect of what vials do currently, has a limited number of uses that you need to get recharged somehow.

ability to use the heal skill reliably in combat

improve the regeneration feat

improve the regeneration spell and/or have NPC healers able to cast regeneration on you.
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Nienne
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Joined: 17 Nov 2006
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Location: Aussieland

PostPosted: Sat Mar 04, 2017 12:11 pm    Post subject: Reply with quote

Do like all of the above - especially some kind of item rechargeable, and perhaps attuned to your level? You would automatically get better healing from it as you levelled? We could easily scale it to match existing kit output at the various intervals.

Resolving kits would really work towards overcoming our encumbrance/container issues; we could seriously de-clutter invens and prob even drop overall weight capacities.

Heal skill I'm indifferent on now that it supports brewing as well, but certainly not against the idea, it'd probably just need a timer. Tricky to bandage in combat though! Very Happy

A heads up if you want to improve the regen spell, just improve the lib that does the feat - the spell now just grants the feat temporarily (they were stacking a bit outta hand). The resulting benefit was somewhere between the two (higher than the original regen feat, but lower than the spell) so a slight tune up would probably bring it in line with the original spell, and just be a benefit to those who only ever had the feat Smile
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saide
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Joined: 18 Mar 2007
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PostPosted: Sat Mar 04, 2017 1:46 pm    Post subject: Reply with quote

I'm with N on this. All of the above sounds good. It is annoying to have to carry around tons of vials and unrealistic (I'm personally less bothered by this part) - but it's always been basically required for most classes in order to survive for very long.

Perhaps a combination of improving the feats/an item that works similar to vials that needs to be recharged - would work. Could be a vial with uses - sort of like what we have - but that scales with your level - and checks deep inventory to enforce a carrying limit, maybe it just refills with time when out in the world - or you could "recharge" it at the healer.
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Verbannon



Joined: 30 Sep 2013
Posts: 398

PostPosted: Sat Mar 04, 2017 6:39 pm    Post subject: Reply with quote

I would recommend creating a new slot, called consumable. Maybe four of them. These would represent the consumable items one actually has on hand. Then make kits aka healing potions simply much stronger and equipable to those slots. I would say a 25 percent increase in gross health restoration but have the potion continue to heal like that for four turns. This would keep kits both useful in combat but limit the huge quantity.

For those long boss battles that cause the consumption of 30 healing potions. Simply reduce their hp so the fights dont last that long.

As for our of combat healing, thats what the heal skill is for. And of course extra healing potions can be kept in a sack.

This would also make using alchemy items more practical. Since if you have four slots, slot 1-3 could be healing potions and slot 4 a potion of heroism. And the command to use the slots would be an aliasable consume slot 1, 2,3 or 4.
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hades



Joined: 01 Jul 2009
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PostPosted: Wed Mar 08, 2017 4:48 am    Post subject: Reply with quote

One could just switch it up a bit. Like if drink a potion it gives a disable for a round. And have potions like N said give life per second.

Could have other potions give an upfront heal and then DR for x rounds. Or gives a magic resistance.

Yet other potions which every source of healing is multiplied by y for a set time.

Perhaps one that gives way above max hp like warriors con.
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cyric
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Joined: 17 Nov 2006
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Location: Singapore

PostPosted: Wed Mar 08, 2017 7:12 am    Post subject: Reply with quote

hades wrote:
One could just switch it up a bit. Like if drink a potion it gives a disable for a round. And have potions like N said give life per second.

Could have other potions give an upfront heal and then DR for x rounds. Or gives a magic resistance.

Yet other potions which every source of healing is multiplied by y for a set time.

Perhaps one that gives way above max hp like warriors con.


I like this. An update to vials should be done alongside an update to potions in general. Otherwise IMO we are trying to fix a problem that doesn't exist (clutteredninventory aside).

Personally I always split my vials and spread them around so nobody could steal all of them in one go before pkilling me. Tougher with only x consumable slots but maybe that's the idea?
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Uriel



Joined: 09 Dec 2013
Posts: 74
Location: Chicago

PostPosted: Wed Mar 08, 2017 12:53 pm    Post subject: Reply with quote

Well so the original trade off with vials was that they could heal you but you could only carry a finite quantity due to weight. A big challenge in the early days was conserving your supply of vials long enough to get you through the dungeon, and this was a big reason to bring a cleric. Now many classes have healing spells, and monsters drop vials quite regularly. It is much less likely to run out of vials by exhaustion in dungeons!

One way to limit the number of vials would be to have a probability of breakage every time you get hit in combat. Say for example you have 1% breakage on a vial. If Og the ogre is carrying 300 kits, Og will likely lose 3 vials on the first hit. So there's an advantage to carrying more kits, but you can't count on it!

Anyways, I do like these other ideas of items for healing! They sound very interesting and very useful!
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knyghtthyme



Joined: 07 Oct 2014
Posts: 9

PostPosted: Fri Apr 07, 2017 5:39 am    Post subject: Reply with quote

This was something Id thought about awhile ago, agreeing that it seemed kinda silly. I dont know, offhand, if the kit description still says this but at one point it was a pack of vials connected with tubes and you would, I guess, drink from the main tube and thereby drain all the others? Goofy at best.

I thought a good replacement would be an amulet that you could get charged by a healer, different levels of charge equating to the different types of healing kits so you could pay for legendary charges or whatever and each charge would do an identical amount of healing to the current vial of the same level...

You could limit the amount of charges based on strength so that the number of charges a person's amulet could hold would, for the most part, roughly equate to the number of kits a person could reasonably carry, say 2.5 to 3 times their strength score. Or maybe make it constitution based, the IC rationale being that the amulet is specific to a person and higher physical stats would equate to stronger 'lifeforce' and the amulet would be a stronger receptacle for healing magic...

The mechanics would remain very similar to the current ones, I mean, its magic so we can say it works however we want it to so as you use charges in combat it could be limited to 5 charges a round (as it is now) and the healing could still require a moment to take effect.
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Verbannon



Joined: 30 Sep 2013
Posts: 398

PostPosted: Fri Apr 07, 2017 4:28 pm    Post subject: Reply with quote

knyghtthyme wrote:
This was something Id thought about awhile ago, agreeing that it seemed kinda silly. I dont know, offhand, if the kit description still says this but at one point it was a pack of vials connected with tubes and you would, I guess, drink from the main tube and thereby drain all the others? Goofy at best.

I thought a good replacement would be an amulet that you could get charged by a healer, different levels of charge equating to the different types of healing kits so you could pay for legendary charges or whatever and each charge would do an identical amount of healing to the current vial of the same level...

You could limit the amount of charges based on strength so that the number of charges a person's amulet could hold would, for the most part, roughly equate to the number of kits a person could reasonably carry, say 2.5 to 3 times their strength score. Or maybe make it constitution based, the IC rationale being that the amulet is specific to a person and higher physical stats would equate to stronger 'lifeforce' and the amulet would be a stronger receptacle for healing magic...

The mechanics would remain very similar to the current ones, I mean, its magic so we can say it works however we want it to so as you use charges in combat it could be limited to 5 charges a round (as it is now) and the healing could still require a moment to take effect.



GOOFY! Its not goofy! You're goofy!


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Octothorpe
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Joined: 10 Jul 2008
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Location: below the 9 on your phone

PostPosted: Fri Apr 07, 2017 11:54 pm    Post subject: Reply with quote

Finally Verbie posts something that is not accidentally funny, but actually funny.
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