Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > The Fantasy Trip > The Fantasy Trip: House Rules

Reply
 
Thread Tools Display Modes
Old 04-05-2019, 03:47 AM   #1
hcobb
 
hcobb's Avatar
 
Join Date: Aug 2004
Location: Pacheco, California
Default Make healing potions suck

Tired of players walking around with dozens of healing potions instead of bringing a powerstone or physicker? Note that undetected errors can occur in the production. Roll three dice for each healing potion taken. On a 18 no healing occurs and roll 4/ST or lose a point of basic ST.
__________________
-HJC

Last edited by hcobb; 04-05-2019 at 04:12 AM.
hcobb is online now   Reply With Quote
Old 04-05-2019, 11:20 AM   #2
Skarg
 
Join Date: May 2015
Default Re: Make healing potions suck

Otherwise known as simply using the full potion rules?

Except, you're actually being generous, even with your typical (incorrect IMO) opinion that all alchemists must be using +2 charms (if so, how do they afford those, and what's their security like?).

i.e. Really a roll of 16 means a faulty batch (a second consultant might catch it on a 4/IQ roll), and the result could be a reversed effect (i.e. worse than the one you mentioned) or even poisonous.

Another disadvantage of potions is they tend to be breakable. Which I like, because it adds a nice situation to think about, how to store them, etc.

Also I'm not really bothered if/when players pack around a lot of healing potions because:

* I'd rather they spend their gold on H.P. than on annoying magic items.

* There can be an interesting situation in the need to find who has H.P. to sell. Players note where the good sources tend to be and orient their travel plans around that, which is one of the map-based commodities that helps make the world map/travel situation a relevant and interesting part of play (especially because I don't usually have a travel-trivializing gate network available).

* Parties with a lot of H.P. in my experience tend to just take on more adventure, which is fun, and H.P. gets used up pretty quickly when people feel like they have enough.


Oh also, "instead of bringing a powerstone or physicker"? I've almost never had players that clueless.
Skarg is offline   Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 03:03 PM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.