Swamp Slogger
Posts: 146
Joined: Wednesday, 30th August 2017, 23:08
Goldify all non-tactical consumables
Potions of mutation (arguable, sure, but you're not using them in combat... are you?), scrolls of acquirement, amnesia, brand weapon, enchant armor, enchant weapon, identify, magic mapping, remove curse
into their own category. Then, we could let people use them in another menu. From the (a)bility menu, or whatever. Practically speaking, it's optimal to drop all of these things once you identify them, because none of them are REALLY relevant except in a strategic sense. I always just hold on to these things, despite the fact that they're not tactically relevant, because running around and finding them is a pain. We could even reflavor them to be "scrolls" while tactically-relevant scrolls can become potions.
Some of those could stay the same. What would that really change? Blurry vision could turn into shaky hands and make it slower to quaff potions, or just stun you for a turn when you drink a potion of teleportation/blinking. If we want the identification game to remain, we can easily keep noise/torment/vulnerability as an ID-trap, but really, read-IDing scrolls is almost never an actual risk currently if you do it properly anyway.