Excuse the wall of text, you might want to jump straight to the last paragraph of this post if you don't want to waddle through ramblings of a disgruntled player:
I can agree that perhaps dragons can do without sight, although it's still a stretch in my book.
A bulette or an ant can go without it for sure. A dark elf maybe or an orc can reasonably well function without sight.
However the main point of my original post was related to shopkeepers, and mostly human/humanoidal ones.
Without sight, the sense that provides over 90% of general senses' input, such a being even if previously trained to function without it, will have a hard time performing any combat activities with any reasonable efficiency or skill, and that cannot be argued.
Logical consistency can go side by side with fun, if done right.
In fact, many would argue that logical consistency improves the fun factor.
Of course Ancardia is a magical place and lots of events taking place here are supernatural by nature and defy attempts to analyze and quantify, as well as go beyond the boundaries of widely understood physics.
There's a lot of things in ADOM that are inconsistent logically, I agree. Many of them could be tweaked to at least keep the appearance of consistency.
Most of those I got used to by playing the game for a long time, but since a lot of things is being changed, I was hoping that perhaps the direction of changes was not to impose more limits but to make the game be more reasonable and the mechanics make more sense. The problem I see here is the line between making the game difficult/removing scumming methods and keeping it consistent.
I believe this border has been crossed.
I see that more and more elements of the game mechanics that have been discovered by different people and used to their advantage, are being removed from the game because they apparently make it easier than intended/too easy overall.
This isn't rewarding players' ingenuity and thinking, this is punishing them for daring to extensively use tricky techniques to make life easier; techinques they spent endless hours of gameplay and countless dead PCs to discover in the first place.
Imagine you're some god and you created a world. Suddenly you find out that someone has figured out a way to create gold using lead, with a very simple and cheap method.
He has obtained a way of going through his life with ease and either does or doesn't want to share his discovery with fellow beings.
Do you decide to change the fundamental laws of the world and the atomic structure of some elements because your world is flawed?
Even if most or all of the other elements of that world still work properly?
Or do you chose to let it run its course and live with the consequences of your earlier decissions?
Anyway this goes somewhat off topic so I'll return to the original issue:
Rather than potion of blinding it could be called a potion of disability or potion of handicap to reflect its current function and effect it has on monsters.
Instead of blinding completely (which obviously it doesn't do at the moment, despite the name) it could blind partially, but also maybe slow down by 20-30 points or induce range/to-hit and/or to-damage penalties. Because as it is right now, it's a potion of blindiness only by name and by no means by function.