They should put in a narcan item where if a friend or faction mate hits you with it during a ceritn time after a od you can come out of it.
Narcan for od
Started by Eshara [3901534] on in Suggestions.
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Its called a revive
Revives dont retain your happy or take away the 24 hour drug cooldown.
I'm gonna start by saying that if you just search "Narcan" in the Suggestions forums, you do get 4 pages of results. You're new to the forums, so it's not that big of a deal, but I would encourage you to use the search function to see if your idea has been suggested before.
That out of the way, I am still very much against the idea of adding Narcan to the game unless it's either a joke item (like a staff keepsake) that doesn't actually do anything, or if it's incredibly expensive with very little actual benefit. Something absurd like 500m for reducing drug cooldown by an hour while giving you 6 hours of booster cooldown. That's mostly an arbitrary set of numbers, but it gets the point across.
Simply put, this isn't really a problem that needs fixing. Overdosing on any drug, Xanax included, is meant to feel really bad. It's relatively rare with even the highest OD rate only being around ~4-5%. Xanax gives a massive boost to your energy and has fueled stats and wars for literal decades. Having a serious overdose effect (zero your bars, 24 hours of drug cooldown, and 3 days in the hospital) is pretty reasonable, especially when you consider that overdosing is effectively the same as rolling a Nat 1 on a d20 (probably closer to a d25, but I'll be conservative). How often do you actually roll a Nat 1? Well, sure, it's about 5% of the time. But when you're playing {insert d20 based TTRPG here}, it sure feels pretty rare. Yes, there are bad rolls and bad Xanax, and yes, sometimes you roll with advantage and roll two Nat 1's in a row, same goes for overdosing twice in a row, and the effects of that can feel really really bad, but... that's the point. It's meant to feel bad. If every time you rolled a Nat 1 you could just spend 10,000g to say "ope, actually, no thank you, I'd like to not only negate the critical failure, but I'd also like to completely reverse the effects of the failure and guarantee that it's not a failure at all" then the game would just turn into never experiencing critical failures past a certain point. If you can just undo an overdose, then what's the point of even having overdose mechanics?
#chedging