Quote:
Original post by Stangler
I am sorry I didn't notice you dismissed your own post in your last sentence.
He didn't dismiss his own post, he gave another possibility, knowing it would be brought up, and you did bring it up, and he pointed out that in his opinion, it's only slightly better. I don't see how it's dismissing anything, except a different possible system of crafting.
Quote:
Original post by Ashaman73
Example: healing potion (HP)
Option 1:
With a low alchemy skill you will be able to create lesser HP which will heal 100 hitspoints. For a low level character this will be more than enough, whereas
a high level character will not really benefit from it.
Option 2:
With a low alchemy skill you will be able to create a lesser HP which will heal 5% of your max. hitpoints, whereas a high skill will create a greater HP which will heal about 25% of your max. hitpoints.
Regardless of level/class/race etc. the skill will be usable always with the same effect.
What about a mix? Creating potions that heal 25% of your max HP, with a minimum of 20HP, up to a maximum of 200HP.
Or, what if the potion heals a set amount, based off of the alchemist's max HP at the time of creation? The alchemist has 200HP, and he has a decent alchemy skill level, so when he makes the potion, it gets imbued with 22% of his max HP (give or minus a random 3% per potion, for variation). Therefore, his potions might heal an average of 44 HP, regardless of the max HP of whoever he sells them to. This makes the potency of the potion get better when A) the alchemist gets to a higher level of max HP, and B) when he gets a higher alchemy skill level.
What if, when you use a potion, it doesn't instantly give you the health, but over 10-15 seconds, adds it to your HP bit by bit? (Think Diablo 2) You can then have some potions take less time to add their health to your HP, which is helpful in the heat of battle. This also means, you can have regen potions that last for, say, 5 minutes, but heal only 2-3 HP a second.
Or, what if, instead of your charactor somehow drinking a potion while holding a shield and fending monsters a sword, it actually takes a few seconds to pop a cork off a potion and gulp it down.
Why does health potions have to just instantly add to your health and be done? What if they carried minor buffs on them as well; a little movement speed increase, a little attack speed increase, better agility to dodge enemy's attacks, better attack accuracy, greater chance of critical hit, better chance of riposte or dodging or blocking or parrying.
You can have the amount of HP healed depend not just on what the alchemist's skill level is, but also on what ingrediants he uses, if you use ingrediants in your game. The skill level could increase the chance of success, and also the amount of HP that can be healed, but the ingrediants dictate the range of HP. Poor ingrediants might offer a range of 10-30 HP, and your skill level ensures you have a better chance of ending on the higher end of that range. Better ingrediants might offer a potion creation range of 20-60 HP.
What if a bad alchemy skill level has increased chance of accidentally overcooking the ingrediants, congealing the potion, adding minor de-buffs, or weak poison, or dizziness for the player (bad in the heat of battle), or some other bad status affect, not visible on the potion itself until you drink it. So you don't know whether that alchemist you bought it from was a skilled one or not, or whether he did a slip-slop job of making them in a hurry to sell and get some gold, or whether he even intentionally mixed nightshade or foxglove in it because he's a malicious jerk.
Personally, I don't like some of these methods, but I'm just pointing out that there are more than just two ways skill level can affect the end-product, to inspire creativity and originality.
As for applying the same system to weapon crafting, I don't like that. I think every skill type ought to have its own unique way of working, to increase replay value. Sword crafting shouldn't be the exact same as potion brewing "but with swords!". It needs it's own system.