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#1 |
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Join Date: Aug 2007
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One thing I've been contemplating for my DF setting is the notion of risky potions. The potions in question would be either buff potions or healing potions. However I have found myself completely lacking in ideas. I have benchmarked that the numeric effects (but never duration) of the potion be increased by 1.5 to 2 times, with a cost increase of 1.2 to 1.5 times. These potions would be made by races that don't care so much about the side effects (and never by humans; if this setting was anything other than a DF one normal potions would probably have side effects for non-human races). Since the world isn't very cosmopolitan (aside from humans being everywhere) such potions would only be available in select places.
So, suggestions? |
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#2 |
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Join Date: Dec 2006
Location: Houston
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Well, try to iron out what you're looking to do and how youre looking to scale it.
If your looking to get greater effects out of potions with severe but acceptable side effects, I dont think its that hard to do. I'm not at the text right now, but consider the flexible magic rules from Thaumatology p.39 to keep things balanced (What is a potion if not a spell held in liquid for a later date?). They might help. A few Ideas off the top of my head: Tripple healing poition that swaps FP for HP. Greater Haste with Unbearable Body odor. Cure Disease that heals an Acute condition in exchange for a chronic one. Nymdok |
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#3 |
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Join Date: Sep 2004
Location: Canada
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The Backlash and Nuisance Effect limitations for advantages may be a source of ideas and how much to reduce prices by - a Strength potion that makes you glow brilliantly would be a minor problem, while a Strength potion that gives you Severe Pain while the effect is active would be a huge problem.
A Healing potion that makes you sleepy or exhausted (costs 2d FP to use)? Any buffing potion that doesn't sit well on the stomach, making the character Nauseated for an hour, would be a difficult choice for most PCs. You could require the PCs to make a HT roll (at a bonus or a penalty) to resist the negative side effects - let Resistant to Metabolic Hazards give a bonus on this, as well as Magic Resistance and any other resistance you can think of applying. Races with HT bonuses, Fit (which gives a bonus to HT rolls), and relevant resistances will usually not suffer the side effects, while less robust races and characters will. Goblinoids are an obvious choice for creating these types. Races with High Pain Threshold will sneer at Pain effects, or at least be less penalized by them. Races with a strong "warrior culture" stereotype will endure them as proof that they are "tough".
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#4 |
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Join Date: Nov 2008
Location: Yukon, OK
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#5 |
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Untagged
Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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I like it, but that makes potions even more like real world drugs. For example, opium negates pain, for most people, but has the side effect of sleepiness.
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#6 |
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Untagged
Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Pain side effects really help your berserkers to "fail" their rolls in combat.
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| dungeon fantasy |
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