04-05-2019, 03:47 AM | #1 |
Join Date: Aug 2004
Location: Pacheco, California
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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.
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-HJC Last edited by hcobb; 04-05-2019 at 04:12 AM. |
04-05-2019, 11:20 AM | #2 |
Join Date: May 2015
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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. |
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