Addiction

Started by I_need_a_haircut, January 11, 2010, 02:30:49 PM

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I_need_a_haircut

This suggestion is based on the early fallout games, whereby addiction to various substances mechanically caused an increase or decrease in particular statistics.

When "under the influence" of a drug there was a temporary increase in some character statistics, like intelligence or strength, and when the effects wore off there was a decrease in those same (or other) statistics.  Statistical drops would continue to fall over time, if the substance in question wasn't taken regularly.

In some respects then, would be kind of like the effects of poison in NWN, except that there would be an initial (and possibly continued) benefit from the substance if its supply was maintained.  Also, I guess any effects would have to continue over resets.

No doubt this might take an age to code or not even possible to implement, but I thought I'd throw it out there.

Letsplayforfun

It's called potions addiction.

Egon the Monkey

If any DM can script a comedown for blur potions and implement it, I would start worshipping them :P.

On an actual relevant note, not that literally turning brewers into crack dealers would be hilarious, weren't there addictive Rush Spores in the UD? Were those scripted to do something similar? Actually if there was a "drug" that could be used either as on a PC or to poison a potion that might be interesting. You could then actually sell addictive pots.

TheImpossibleDream

Already being implemented you guys need to have patience! I even think this was suggested a few threads ago!

Portal Rat