Saturday, 23rd March 2019, 06:24 by svendre
The cost is the time spent quaffing the potion, not just the potion. In the heat of a tough battle, time is precious. Also, there are tactical considerations such as, if I quaff now, will I just receive the status over and over (think of a pack of bees and poison). If you sit there quaffing cure several times, you're guaranteed to not have other actions and may take more damage than the cure provides, and if this pattern repeats, you will die even if you have 1,000 cure potions. On the other hand, maybe you'll die if you don't quaff cure enough and at the right times... maybe you'll run out of potions and need one last one to avoid death...
Quaffing cure to cure confusion or poison is not an absolute correct response for all situations. If I'm surrounded on almost all sides, in good armour and swinging an axe confused, if there are no allies (and maybe if there are), why am I going to give a hoot about the confusion? Someone is still going to get hacked, just a little more or less than planned perhaps. What if there are allies and I might hit them, well should I quaff, or maybe I shouldn't attack, but I should do something else instead.
What if I need just one turn to possibly make it to some stairs, and I might make it... more interesting situations.
Then there is being undead, unable to quaff where confusion can be a totally different problem.
I don't see any major design flaw, and I have seen a fair amount of dynamics from the statues. There are issues with the game that I think are a lot more serious problems than confusion/curing potions if this is even one at all. The fix to the problem the OP has is actually to decouple wearing armour from affecting spellcasting, and then dealing with game balance from there if there are any issues.
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- MisterPersonMan, TheMeInTeam