Hammerfan wrote:Oh right, I forgot about that...
Still, having an option to choose between a couple of free preparations would add a lot more depth.
I do get what you're saying, and we do have that in mind (sort of): when the Witch Hut gets unlocked in your Kingdom, you'll be allowed to tweak your loadout of potions in quite some detail -- up to five different potions, one of each kind on selection, in any combination you fancy. These preparations may, if you wish, replace your standard health and mana tonics -- but you'll be down a slot either way, unfortunately.

Unlike health and mana potions, Witch brews are quite uncommon finds in dungeons, so there shouldn't be any stacking-related incentive problems with them.
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I have been giving quite some thought to the potion design issue though (it's come up in a few places) and I definitely see where people are coming from. If our inventory architecture is flexible enough, I may look at stacking "like" potions into one slot, so that as long as players have at least one potion of that type already, they'll have incentive to pick up more without trouble.
This may still lead to occasional hoarding behaviour -- but this is if and only if players are willing to blow their initial potion stock prematurely to max out inventory (which becomes increasingly unlikely once the Witch comes into play, and even more unlikely if a halfling or gnome is selected). I'm hoping that this would be acceptable from a design point of view if the hoarding scenario ends up sufficiently rare as a result.
Don't take my word for it, though, I'll still have to discuss this with the team. I may have forgotten some non-demo effects which influence this.