by NamagomiMk0 » Fri Mar 16, 2007 4:54 pm
Note that with potions, it's sort of like one-shot "spell items" in console RPGs. You REALLY don't know whether or not you should use them--is it too early? Will it be of any consequence? Will it really be useful? And don't get me started on true oneshot magic items. I think I STILL haven't used that death wand yet.
Also, at least in PS, healing potions tend to be inconsequential unless you can get a sort of "full heal"--people tend to have a two-hit lifespan at best against an "average" opponent, and so healing is amongst the least valuable of potion types there. The others are far more useful, though; anything to get an edge.
Likewise, for healing potions, in D&D, they tend to suck once you get too much HP, assuming standard value (minimum caster level). YMMV based on class, though. d4 and d6 classes tend to get better milage from such things.
Of the potions available? Types I've found most to least useful:
"Haste"--nothing is better than being able to do more in the alotted time. Arguably the best.
Non-HP recovery--Stuff like MP/TP boosts in PS. ESPECIALLY nice for ball-lightning types that burn through their resources quickly. Status recovery varies, but spells tend to do better there.
Stat boosts--particularly when they stack. Haste is better because of often being able to do more things in a given time, but these are decently useful.
"Protection"--Selective high-resistance/immunity? Nice if you know what your enemy's got. Otherwise, it's a guessing game with your money.
Utility(Flight, Invis, and the like)--Situational, but useful in a variety of ways.
HP recovery--nice if you're lacking a Healbitch. Typically, not getting hit is better in the long run, though.
Utility(HAY WATER BREATHING)--Situational at best. Emphasis on situational. Only use when you pretty much have to.