With health and mana no longer regenerating on their own, unless I've missed something, I got me to thinking about the economy of healing. Health and mana not regenerating is hardly new as is a limited inventory. Indeed it's more like returning to earlier role playing games in my view. What I was wondering is how much health could a mage trained to heal get out of a mana potion as compared to what anyone could get out of a health potion and what will be their relative cost.
In most games I've played a caster type can get four to ten times the healing out of a single mana potion as someone else can get out of a health potion. This has influenced my view of them over the years. To me mana potions are about mileage they're what gets the group where they need to be in good enough condition to get the job done. Health potions on the other hand are all about emergencies. You don't always have time to wait for the healer to drink a mana potion and then cast a spell to keep someone alive. You need that healing now.
With the limited inventory I'm expecting to allocate more space for mana potions then health potions. What kind of ratio are you hoping for? Should a 50 silver health potion and mana potion afford you the same amount of healing or should one grant you more healing then the other provided you have the right party member? Personally I'm expecting that a mana potion and a mage with a basic healing spell will give you three to five times the healing for the same price. A character built for healing will probably get you even more for your buck.





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