everyone is well aware of the traditional 'Hierarchy of needs'(HON)(for lack of a better term). what that is is the standard HP/Mana, Healing Potion/Mana Potion system we're accustomed to. what i've never liked about this is the idea of 'potions.' While 'realism'-wise, its prefectly acceptable, i don't like how they are used free of stipulation. Another aspect I dislike of how 'energy'(stamina) is entirely dismissed(Most SC RPGs), has little impact/purpose(like in D2), or is integrated into HP(such as when you go to an inn and get healed - somehow
).
me, in my 'brilliance'
, have come up with a modified HON, entirely disregarding potions and adding importance to energy. also, bleeding is included:
HP -----> direct damage, bleeding
^
|
| (Heal Spell)
|
Mana -----> Spells
^
|
|
|
Energy -----> bleeding, combat
^
|
|
|
eating food, sleeping, natural regenration(if not bleeding)
Bleeding ------> Heal spell, bandages
^ = the object at the bottom benefits the object at the top.
|
--> = the object to the left is subtracted due to the objects on the right
so, as you can see(hopefully), HP is at the of the HON, benefitting nothing(except keeping you alive),whereas energy is the base factor, making maintaining it of utter importance. High energy levels are required to regenerate mana, which is required to use the 'heal' spell, which is required to keep your HP above 0, which is required for you to stay alive amd keep on playing
. Bleeding causes a consistent loss of HP, which can be stopped by a medical care or the heal spell. However, the heal spell is the only thing that can increase HP.
basically, this modified HON makes everything more 'dynamic.' So, what do you think? would you be able to tolerate this in a game?