Nightwing wrote:
You can't brew negative conditions.
Only one location in the game (that I know of) sells potions that have any form of negative condition.
Which is why this idea falls flat.
Aelandron wrote:
What would be so wong with having an unexpected result occur when drinking a potion? Someone might lose where they thought they'd win.
That is soo scarey to people I think that's the real cause of the gut reaction that's going on here.
I'm not going to speak for the others as you have tried to do, but I'm telling you that what I'm thinking is "This is a dumb idea because it can't be implemented in any reasonable fashion to achieve anywhere close to the idea of mystery / intrigue you think it might bring."
This is a long thread, so I understand not reading it all, but from the very beginning I noted we'd have to expand the list of brewables for potions, scrolls didn't seem to need that. I probably wasn't clear enough about that in the very first post, but I have answered this same question before. Anyway it's been a long thread. Yes you'd need to expand the allowables for brewing.
You're right, I think most players will brew things straight up. BUT that's why when the fake potion is mixed into the lot it will be unexpected.
BUT so far the only arguments against are basically as we've hashed out or admitted to before.
- More reliance on identifying (if someone wants to make it in their interest to investigate potions)
- Investment of coding for gain
We've talked about identifying enough. If a player feels the need to identify or chance unknown potions, that's their decision. Brewers can be as forthcoming or deptive as they want, als their decision. (Ultimately, like you say the majority of potions are likely still going to be honest, great people won't have to question things often or will be less inclined to question things when one bad potion is slipped in, great. All good from my perspective).
Investment for gain. This may not be the most investment for coding gain. I'm not sure how much investment is needed, it depends how the existing code was made. (It actually could be very simple, but it could be hard. Can't say, that's dependent on the existing code).
Either way, I'm not advocating this be done immediately. Frankly (if I were to make a priority argument) I'd rather some of the results of the Rp incentive discussion be implemented well before this. This could be 5, 10 years down the road. I don't care. It's a suggestion aimed at adding another facet to the game.
BUT an investment for gain argument, does imply some gain. Would you agree there is gain?