making potions less like drugs

Oddball

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I think maybe I'm going to do a combination of a restoration stat with wavelengths idea. Also, recovery items that work in different ways. Like bandage would heal maybe like 15% HP, add HP regain and reduce damage rate. While first aid may restore a moderate amount of HP, yet also remove status. While another recovery item would restore lot of hp, maybe like 80% or something

@amerk: yea, I kind of was working on something along those lines. But not sure if people would like a battle mechanic i had for it

Basically, the actor would roll for free skills that would always hit, those would gain CP (Clarity points)

you could use CP for skills that are gained on level up and are always there. but if your CP got too low, you became confused. If it got too high, your stats would drop

Also, now I'm curious about alternatives to HP and am probably going to work on solving this puzzle until i do. than you

@CaptianProton: Your feedback on my recovery items started all this, But honestly, I'm glad I did start this. So thank you
 
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Cadh20000

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Well, have fun with whatever you decide to do!
 

encapturer

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Just note that however you design your potions, they effect more than just the characters directly.   The classical drug-like method was an economical check; potions scaled in price similarly to gear.  Thus you had to decide on gear vs. potions in many cases.  Not to say that other methods won't work here.  Tales series uses %hp restoratives, starting you out with 30% healing, and later unlocking 60% and full healing for hp, mp, and both.  Since later battles were rather dangerous and you could lose a huge chunk of health if you're not careful, players were incentivized to get the stronger restoratives.  Yet the games also usually have rather low consumable item limits.   So the lesser healing items were rarely useless.

Do you have an idea on how the items open up in the world?  Do you buy them, craft them, or are they only lootable?
 

RoooodWorks

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i vote sweets and chocolate to restore health like in the grandia games :p I do that with my games hehe. I like games that use sweets and food and drinks in games 
 

Cadh20000

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i vote sweets and chocolate to restore health like in the grandia games :p I do that with my games hehe. I like games that use sweets and food and drinks in games 
Lol, I have 4 different kinds of soda pop that all heal HP and each of them has, or cures, a different stat effect.
 

arekpowalan

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*sigh*

First of all, "Potion" isn't drug. It's a magical medicine or an energy drink at worst. The higher need of stronger potion is simply the way to tell you need to upgrade your inventory in senses. On one hand, the level 2 medicine is of higher quality of the same formula, making the healing process more effective and therefore more preferrable. On the other hand, the game needs you to adapt with the game's rising difficulty and higher numbers. There shouldn't be any implication there unless you want to be needlessly cynical, or you genuinely demand to make a fuss out of it.

Like when you decide to make the food/potion a gimmick of your game. Have everybody with the 'food/health' meter that will increase or decrease they eat more or less. Too many food or drink, and the characters will become fat/high, while too little will make them incredibly thin/sick. Both stats will harm the characters' balances, forcing the players to be smarter with multiple types of healing item.

That or make everybody eat salad. They will be more healthy that way.
 
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