In a few sentences, describe an RPG item system that -

In a few sentences, describe an RPG item system that -
>Encourages you to use items as opposed to hoarding them.
>Doesn't feel cheap or belittling to use items
>Doesn't make using spells/abilities feel pointless or vice versa.

Attached: items.jpg (1280x720, 65.29K)

>he needs the game to tell him he has to use items instead of hoarding them
Just use them shits nigger, stop being a bitch

Witcher 3

go bitch about jrpgs somewhere else

NetHack comes to mind. You have to use every trick in the book, more or less.

3 words: limited inventory space

Elaborate, because I personally thought Witcher 3's item system was a mess.
Crafted potions and elixirs were cool in theory, but unless you spec'd into them they were fucking garbage. Then if you did spec into them, you were basically dependent on them to do anything.

Go be retarded somewhere else.

There would need to be no way to sell or refine other materials from consumables. Consumables are supplementary to builds, to help compensate for things you didn't spec into, which is good for solo experiences but not when you have a party that can cover all bases.

/thread