In my post, I said the withdrawal comes after a long period of time and that you can make it go away with a single drug dose.
In my opinion the best idea here is : only one drug at a time. So you may choose between having a lot of AP or having a good damage resistance. In this way maybe devs will be able to create more kind of drugs without encouraging players to have power-build drug addicts.
downsides to go with the good for those effects (to make taking a cocktail of them counter productive)
If you want to make enemies, try to change something.
If for example you have Jet: +2 Ag -1 Str and Buffout +2 Str +1 Ag and each dose costing $100, then you can have either:+2 Ag -1 Str, for $100+2 Str -1 Ag, for $100+1 Str +1 Ag, for $200Now those are just random numbers, but it demonstrates the idea - either small bonuses in particular areas or even smaller bonuses in a couple of areas.Creates more options for the same number of items, which is more efficient
Now those are just random numbers, but it demonstrates the idea - either small bonuses in particular areas or even smaller bonuses in a couple of areas.
I think that idea would only work well if drugs had a bigger impact on stuff outside of SPECIAL. If it's just upping your strength and lowering your agility people will just find the most efficient combination and stick with it, and we'll be in the exact same situation.
I disagree, Badger. The problem with drugs is that a good powerbuild is on drugs. With Solar's system of small bonuses to some areas, a good powerbuild will not always be a drug addict.