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Showing results for tags 'potions'.
Ichthyic posted a topic in Pillars of Eternity: General Discussion (NO SPOILERS)There seems to be missing some classic potions which would do well in this game. especially missing are things like potions of master thievery, which would at least boost trap disarm skills, lockpick and stealth. should be able to make this potion as a level 2 potion. hell, there are traps even on the first level of the endless paths that cannot be disarmed by a rogue with level 5 mechanics! also, maybe be able to make potions of invisibility. again, probably should be a level 2 potion. some diversity at higher potion levels would be good too. there are so very few, and they actually do
I've been on the fence for a while about how I feel about consumables in games. There's been some debate about potions which I mostly agreed with: Either you have an overpowered effect and the consumables become game breaking, or they fulfil a use which you can otherwise get using abilities of your characters, in which case they get unused. Consumables tend to be wasted if the intended effect is either useless, underpowered, or not applicable; or if combat is likely to resolve successfully without the use of consumables. Many consumables will either be too specific in application to be
Alright, if you could change the title to Inventory Management Proposal *Edited*, this is the contents (and thanks): The following is my proposal for how I believe the inventory management system in PE should work. My goal was to provide interesting depth while avoiding as much tedium as possible. I'm going to go over everything from the backpack, to equipment, to currency, and anything in between. Most of the system is automatic to stop 15 minute inventory rearrangements, while alot of detail, this is simply describing why and how it works. I'm a D&D pen and paper DM, naturally