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Old 06-11-2023, 12:53 PM   #31
Sigulf
 
Join Date: Sep 2022
Default Re: Upgrading Healing Potions

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Originally Posted by hcobb View Post
Whataboutism an energy drink that restores fatigue?
That would be a swig of ale/mead/grog in my campaign. Just kidding....

But it is done in BoL:
As long as you are still at zero or positive lifeblood, and provided you get a chance to rest for about 10 or 15 minutes immediately after a battle and take a swig of water or wine, you will recover up to half your lost lifeblood straight away (rounding up). This represents recovery from fatigue, bashes, and minor cuts/bruises. Brawl damage (that is, damage where no weapons were used) is fully recovered in this time.
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Old 06-11-2023, 02:45 PM   #32
Bill_in_IN
 
Join Date: Dec 2021
Location: Indiana
Default Re: Upgrading Healing Potions

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Whataboutism an energy drink that restores fatigue?
Perhaps. But at 15 minutes of rest per fatigue point restored, it hardly seems worth it.
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Old 06-11-2023, 05:26 PM   #33
Steve Plambeck
 
Join Date: Jun 2019
Default Re: Upgrading Healing Potions

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Originally Posted by hcobb View Post
Whataboutism an energy drink that restores fatigue?
I keep considering allowing a cup of coffee or tea (but not decaf) to speed up fatigue recovery :)

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Originally Posted by Sigulf View Post
This represents recovery from fatigue, bashes, and minor cuts/bruises. Brawl damage (that is, damage where no weapons were used) is fully recovered in this time.
I'd support bumps, bruises, hits from clubs or staves, in fact all damage except that made by cutting or stabbing weapons, fire, and lightening to be treated as fatigue. Blunt force trauma can't be completely ignored though, so targeted blows to the head would still have to count as regular wounds. This goes back to our recent discussion about friendly brawls not killing people and making it a little easier to take live prisoners.

And while we're on it, why not just treat wounds as healing at the rate of 1 ST per day instead of every other day. Anything that eliminates book keeping is nice. And the only impact on combat is that a really bashed up party might only have to camp and rest 6 or 7 days instead of 13 or 14 before resuming travel at full ST.
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Last edited by Steve Plambeck; 06-11-2023 at 05:31 PM.
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Old 06-11-2023, 06:05 PM   #34
Sigulf
 
Join Date: Sep 2022
Default Re: Upgrading Healing Potions

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Originally Posted by Steve Plambeck View Post
And while we're on it, why not just treat wounds as healing at the rate of 1 ST per day instead of every other day. Anything that eliminates book keeping is nice. And the only impact on combat is that a really bashed up party might only have to camp and rest 6 or 7 days instead of 13 or 14 before resuming travel at full ST.
Yes, that does sound like a good alternative. Might have to incorporate that too.
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Old 06-11-2023, 08:14 PM   #35
TippetsTX
 
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Join Date: Sep 2018
Location: North Texas
Default Re: Upgrading Healing Potions

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Whataboutism an energy drink that restores fatigue?
So... a mana potion?

I have something close called quintessence. It's magic (known as aether in my campaign) in liquid form. Imbibing the substance isn't advisable, but it is critical to the practice of alchemy.
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Last edited by TippetsTX; 06-11-2023 at 08:24 PM.
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Old 06-12-2023, 02:03 AM   #36
Steve Plambeck
 
Join Date: Jun 2019
Default Re: Upgrading Healing Potions

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So... a mana potion?

I have something close called quintessence. It's magic (known as aether in my campaign) in liquid form. Imbibing the substance isn't advisable, but it is critical to the practice of alchemy.
Oh I like the idea of a mana restorative - maybe even an inexpensive one - that comes with a risk to imbibe.
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Old 06-12-2023, 07:20 AM   #37
hcobb
 
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Join Date: Aug 2004
Location: Pacheco, California
Default Re: Upgrading Healing Potions

"Oh Mr. wizard this is a very low risk potion. You only need to make a 2/ST save. Wait, why are you running?"
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