Dralan wrote:
This doesn't even make looting difficult. Looting is easy. Get all, run to the batcave, identify. All this change does is add an extra inconvenience, but it ultimately changes nothing.
As for RP value, what RP value? "Hey guys, look at my vial of (insert ridiculous name that people will use to "distinguish" themselves)". There's literally no SUBSTANTIAL RP value to this. I'd be relatively down with this idea if brewing/scribing didn't already add "Vial of <spell>" but since it's already there, why make it more complicated and ultimately more annoying with little to no reason?
That's a fair enough question, does the value outweigh the inconvenience.
The increase in RP is fundementally the choice you must make to trust or not trust the label. In giving the item that power, it invests the character into it more.
> That will spin off other RP, finding someone to identify (for example).
> Chancing the outcome of an unknown
> The player trade of deceptive potions / scrolls. (I mean the market for such items - the negative potions people want to have made to use tactically) . A rogue may want to swap in a negative potion before attacking someone, for example.
> The surprise PvP outcomes, those are RP too, if done correclty.
Let me ask all the players a question? Why should everyone's (non class skill) preperations be sacrosanct? Why should the reliance on items be safe, so long as you still hold them?
Yes, that may inconvenience PvP preperations or mid-battle uses of potions. But why is that a bad thing? Because everyone is thinking right now about winning, no one is thinking about other fun outcomes. Someone who is too reliant on something should be burned now and then. I'm sorry but that is my belief. Why should consumeables be brainless?