see
You're not adding anything interesting to the game, you're just bringing back the tedium of dropping potions to avoid freezing them.
In this case you're dropping un-ID'd stacks to avoid having more than one, while having to keep track of which ones you have more of to prioritze quaff-ID'ing should the need arise.
/rlg/ - Roguelike general
Have you considered killing yourself yet?
I hope this guy was worth 14 max hp and four items.
>bad potions
>bloat
Have you considered that the purpose of bad potions is to discourage quaff-ID'ing in the first place?
If you're quaff-ID'ing, you're already less than 3 turns away from death, what's the purpose of reducing that to 1 turn.
The game already prevents you from being retarded and quaffing ID'd degen, why would it make you chug all of them at once? Is your character retarded?
If you want degen to be scary, make it stronger. Don't put in a "My character is an alcoholic and doesn't know when to stop drinking" mechanic.
>adding another gameplay (importance of ID'ing potions or suffer a risk) due to a single potion besides !mutation is not interesting
you're just deluding yourself at this point
Man, that morningstar almost looks like an unrand. It simply doesn't have any actual quick going for it.
quaff ID'ing*
They make for assassin demons thanks to their SP-draining attack.
Glitches. Tread very carefully!
I got some dragons and a regular jabberwock
no combination of slow digestion/poly yet, just fucking around seeing if I actually can poly my cat into a vorpal J
Name a situation where you're quaff-ID'ing for a specific potion and you're not about to die in 3 turns anyways.