Re: Alchemy I rather liked how Oblivion had its sliding scale of effectiveness in potion where the more skilled you got the better the potion was. Rather than it's mix-and-match system of properties though, I'd prefer a more recipe-based approach. That way the CNR used for the potions can be placed in different places of difficulty based on their usefulness. I can see a balance issue if the master alchemists can make master healing potions out of the same ingredients that apprentices use, since they'd both be competing over the same CNR areas. Perhaps some "threshold" ingredients for the better potions could be used, much like how the Bodak Teeth can turn a light or moderate potion recipe into a serious or critical one. Maybe have different roots and herbs that add percentile to effectiveness or time to duration, that sort of thing.
Above all, I'd like to see the ingredients stackable, and perhaps even in a seperate inventory section like an herb bag.
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Killed By: Guard of Bloodstone - Tiefling Sorceress
Killed On: 2005-12-22 01:17:16
Killed At: Stone
Remember Novlar the 1st, 1393... Every Beryl gnome shall be avenged!
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