Potions of cure light wounds are pretty useless except at the very beginning of the game, seeing as quaffing one during battle with anything more dangerous than a snake winds you up with fewer HP than you started with! Something that might make them more interesting would be to borrow from Nethack (yeah, groan, but bear with me here) and let all the various healing potions increase your max HP slightly if quaffed when at full health. Or, to make things even more interesting, instead of a mechanical +1 to max HP for cure light, +2 for cure medium, +4 for cure serious, +8 for healing or somesuch, it could be a (very small) chance of improving CON by one. Maybe an 0.01% chance for every hitpoint restored which is "wasted" (would put you above max HP), no matter how many HP you start with? (i.e. you start with 60/100 HP and restore 75, then 35 are wasted) Then a cure light wounds quaffed at max HP would give you a minute 0.02% to 0.16% chance, while a potion of healing would give you a 3% chance.
I know this idea sounds rather "un-Angbandish" but I just thought I'd throw it out there since it could after all add a tiny bit to the strategic depth of the game! (Quaff the potion when you need it for lots of HP, or quaff it when you don't for a few max HP or a possible "free potion of constitution"?)
I know this idea sounds rather "un-Angbandish" but I just thought I'd throw it out there since it could after all add a tiny bit to the strategic depth of the game! (Quaff the potion when you need it for lots of HP, or quaff it when you don't for a few max HP or a possible "free potion of constitution"?)
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