Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Combat Drugs  (Read 870 times)

IndigoFenix

  • Bay Watcher
  • All things die, but nothing dies forever.
    • View Profile
    • Boundworlds: A Browser-Based Multiverse Creation and Exploration Game
Combat Drugs
« on: November 28, 2019, 01:46:40 am »

Real life, historical claims of varying levels of accuracy (like the famous berserkers), and fantasy are filled with instances of soldiers consuming substances before a fight to boost their performance. Why not DF?

It is already trivial to create a food or drink that dulls pain, improves focus, and increases willpower. A material tag could mark foods or drinks as useful for combat, causing soldiers to carry them and consume them before a battle if available.

There could also be creature or civ specific tags. Dwarves could use alcohol, and elves could chew a magic leaf.

There could also be magical generated plants with more "exotic" effects, like boosting luck, increasing size, or granting temporary magic abilities. These could be regulated by tags to tell how common they should be (not all soldiers should have them, but the leaders could).

voliol

  • Bay Watcher
    • View Profile
    • Website
Re: Combat Drugs
« Reply #1 on: November 28, 2019, 05:31:12 pm »

+1 For the magic release, at least. What's the point of sending out adventurers to find the seed of strength if your soldiers cannot eat the fruit when the time is ripe? I should also mention a notion of drug-use among (semi-)modern soldiers to numb emotions.

Mort Stroodle

  • Bay Watcher
    • View Profile
Re: Combat Drugs
« Reply #2 on: November 29, 2019, 12:38:11 am »

I always felt like if they ever included magical drugs, existing extracts should be included. Imagine somebody snorting gnomeblight or injecting liquid fire
Logged