Crypt Cleanser
Posts: 714
Joined: Saturday, 5th December 2015, 06:56
Proposal for dealing with excess consumables
1) The player can only hold a certain number of each consumable (generally, one).
2) Consumables only generate by being dropped by slain monsters
3) After a consumable drops it will disappear after X number of turns (short enough to avoid hypothetical-optimal strategies like exploring close to a dropped consumable).
4) Any consumable dropped by the player will be destroyed instantly
Benefits:
1) Veteran players will no longer accrue stockpiles of consumables that basically trivialize the game (large #s of blink scrolls, tele, sources of haste, fog, fear, etc can get you out of virtually any situation in crawl)
2) Less-than-veteran players won't be shafted by the change, as they'll continue to acquire (and likely use) consumables at a steady rate
3) Less item clutter/micromanagement because it's no longer possible :3
4) "race to the item" in the middle of dangerous fights will become a thing, leading to more hilarious deaths
Edit: This excludes food of course. Food should really be removed from the game or goldified.