Community

 
Jump Menu:
Post Reply
Page 2 of 6  •  Prev 1 2 3 4 5 6 Next
Switch to Forum Live View Thoughts on healing potions
2 years ago  ::  Aug 28, 2011 - 8:00AM #11
PH_dungeon
Date Joined: Dec 3, 2007
Posts: 171

Aug 28, 2011 -- 7:08AM, Cassan wrote:

Aug 28, 2011 -- 5:06AM, Saibrock wrote:

Aug 28, 2011 -- 4:56AM, Cassan wrote:


In 2e you couldn't buy potions off the shelf in vast quantities...  and so potions actually meant something.  I think putting up prices and creating unlimited magic shops in 4e was a dubious decision.


Hmm I found 625,000 on a dragon, one sec as I run over to the village a pick up a +5 holy avenger :-)



4E doesn't actually say anything about how, exactly a party might acquire magic items beyond what they find as treasure. In my setting, for example, there are no magic item shops, so anything the party wants they'll have to enchant themselves. This is a change from my last campaign, because in the intervening 150 years, one of the PCs from my last campaign ruined the magic item economy by buying them all up and melting them down for parts, so you can no longer just buy magic items in the open market.




And experienced DM's will always make good decisions.  But I think for new DMs, especially younger DMs more experienced with video games who have players that are looking for an Auction House, when you put prices of magic items into the Players Handbook (I would have put into DMG with restrictions) the players will naturally assume they can buy all that stuff.




Yeah there definitely seems to be a sense of entitlement among a lot of players that they should be able to pretty much buy whatever magical items they want if they have the cash. The magical item rarity system fixed this a little. However, if a player loses a character during play and builds a new one, they tend to use the magic item collection in the builder to pimp out their new characters just so ("got to make sure I start with that frost weapon, so that I can use it with my frost cheese feat combo").


 

Quick Reply
Cancel
2 years ago  ::  Aug 28, 2011 - 8:00AM #12
BeaverDuck
Date Joined: Jun 18, 2010
Posts: 301

Aug 28, 2011 -- 7:08AM, Cassan wrote:

Aug 28, 2011 -- 5:06AM, Saibrock wrote:

Aug 28, 2011 -- 4:56AM, Cassan wrote:


In 2e you couldn't buy potions off the shelf in vast quantities...  and so potions actually meant something.  I think putting up prices and creating unlimited magic shops in 4e was a dubious decision.


Hmm I found 625,000 on a dragon, one sec as I run over to the village a pick up a +5 holy avenger :-)



4E doesn't actually say anything about how, exactly a party might acquire magic items beyond what they find as treasure. In my setting, for example, there are no magic item shops, so anything the party wants they'll have to enchant themselves. This is a change from my last campaign, because in the intervening 150 years, one of the PCs from my last campaign ruined the magic item economy by buying them all up and melting them down for parts, so you can no longer just buy magic items in the open market.




And experienced DM's will always make good decisions.  But I think for new DMs, especially younger DMs more experienced with video games who have players that are looking for an Auction House, when you put prices of magic items into the Players Handbook (I would have put into DMG with restrictions) the players will naturally assume they can buy all that stuff.



Which really is probably the best default for new DMs.  Getting fiesty with the magic item availability is probably something that one should go with only as an experienced DM that knows what they are doing.  There are good reasons why video game RPGs have moved full scale into the 'you can buy magic items' model.  Its usually a lot of fun for the players so restrictions in this regard are worth at least thinking twice about.  I actually liked the original 4E system of 20% sale value on magic and buy what you want as I felt that outside of some issues at the highest levels this was a really good balance between the DMing controlling the truely awe inspiring magic in the campaign (to keep it special) and allowing players some fun in shopping. 

I recall in a 3.5 game drinking tea with the hostess of the house as my players got into town after a big haul (my actual DMing duties would not be needed for some time) and commenting to her that 'only in D&D will you see actual packs of grown men excitedly spending hours doing what amounts to window shopping'. 

Quick Reply
Cancel
2 years ago  ::  Aug 28, 2011 - 8:23AM #13
BeaverDuck
Date Joined: Jun 18, 2010
Posts: 301

Aug 28, 2011 -- 2:10AM, Mithrus wrote:

Our gaming group recently decided to houserule that potions of healing  no longer use healing surges. The primary reasoning is that they were so  rarely worth using past level 3, as characters HS values were noticably  better. We typically have 4-7 encounters per "work day" (we are  approaching late-heroic, almost level 8), so HSs are used sparingly.  Granted, we aren't expecting to be toting around dozens of potions,  probably at most 1-2 per character each adventure (which typically takes  about 4 game sessions, and about 12-15 encounters). We don't even use other potions (tragic, really), but I think we would rule similarly for those as well.

Anyone else use a similar houserule?


You can obviously do as you please but I think your messing with a reasonably important element in 4E that should actually be left alone.

Pretty much it breaks down like this:
Traditionally in D&D the game started in 'hard mode' with few hps and few ways to die players where in for a world of hurt.  However if you lived long enough you became a big damn hero and it actually became a lot easier to keep living.  This makes sense in a kind of simulation-y sword and sorcery type of way where we presume that the little people are all actually red shirts and they die in droves.

However 4E is more gamist then this and reversed the things.  In 4E you actually start in easy mode and things ramp up in difficulty as you level.  To break this down roughly at 1-2 level your 2nd winds and other healing powers are so potent in terms of hps gained versus most monster damage that you should be generally doing pretty good just through this manner.  From 3-5 your rich enough to get lots of healing potions and usually have plenty of surges so while the monster damage is now scaling up you can get by on just chugging healing potions but from 6th on things start to get grimmer.  The gloves are now coming off.  With each passing level the difference between your base surge value and the amount of hps gained through potions is just getting worse and worse and its becoming a positive mistake to use potions for anything but the most dire last ditch emergencies.

In reality your supposed to handle this through good tactics at the party level, access to more potent healing from the leaders and generally just better play to insure that your group can tackle the more difficult challanges they face.

I'll note that while I advocate for 3 encounter days (but harder more heavily designed encounters that involve lots of DM prep to include interesting features to make each encounter unique) the default mode of play remains an average of 5 encounters with some adventures being a little below this and some being a little above this number.  

Quick Reply
Cancel
2 years ago  ::  Aug 28, 2011 - 10:29AM #14
Macabre13
Date Joined: Jul 13, 2011
Posts: 518
Anything that demands a specific party makeup in a pen and paper RPG (in this case, crappy consumable healing) should be looked at pretty closely.
Consumable healing is garbage in 4E in terms of cost and effectiveness.  Non-leader healing in general is entirely useless outside of heroic, and unless you can use your second wind as a lower form of action, if you need to use it you're probably screwed anyways.  With monsters reliably hitting for over your surge value anyways if you're fighting more than one guy it's basically a useless turn.

If your party wants to drop gold on survivability they should actually get something for their money.
Quick Reply
Cancel
2 years ago  ::  Aug 28, 2011 - 10:49AM #15
BlackKnight1239
Date Joined: Sep 22, 2006
Posts: 1,314
Healing potions are just oh-crap buttons for when the main healer goes down, or when you really need the leader to be focused on something else. The ultility of the healing potion from other editions has been replaced by the usage of healing surges, and the game is much better for it.
Quick Reply
Cancel
2 years ago  ::  Aug 28, 2011 - 11:28AM #16
malcapricornis
Date Joined: Jun 15, 2008
Posts: 1,798

Aug 28, 2011 -- 10:29AM, Macabre13 wrote:

Anything that demands a specific party makeup in a pen and paper RPG (in this case, crappy consumable healing) should be looked at pretty closely.
Consumable healing is garbage in 4E in terms of cost and effectiveness.  Non-leader healing in general is entirely useless outside of heroic, and unless you can use your second wind as a lower form of action, if you need to use it you're probably screwed anyways.  With monsters reliably hitting for over your surge value anyways if you're fighting more than one guy it's basically a useless turn.

If your party wants to drop gold on survivability they should actually get something for their money.




Why?  Drinking a potion is not a standard action. Forcing one down a fallen allies throat is. 

To the OP.. normally I wouldn't consider that but you guys are doing 7-8 encoutners per day and not 1 cheesy nova per day so I would consider a potion that cost 2x normal and could be used 1/(encounter or milestone) to be relatively non-game breaking. Consumable costs do matter if gold is tracked properly. If you find that it's too easily abused you can always tweak.

Quick Reply
Cancel
2 years ago  ::  Aug 28, 2011 - 11:43AM #17
Complete4th
Date Joined: Jun 1, 2011
Posts: 128

Aug 28, 2011 -- 2:10AM, Mithrus wrote:

Our gaming group recently decided to houserule that potions of healing  no longer use healing surges. The primary reasoning is that they were so  rarely worth using past level 3, as characters HS values were noticably  better. We typically have 4-7 encounters per "work day" (we are  approaching late-heroic, almost level 8), so HSs are used sparingly.  Granted, we aren't expecting to be toting around dozens of potions,  probably at most 1-2 per character each adventure (which typically takes  about 4 game sessions, and about 12-15 encounters). We don't even use other potions (tragic, really), but I think we would rule similarly for those as well.

Anyone else use a similar houserule?



1. All healing potions heal your surge value, not the measly value the book says. When we get to 15th level, we'll decide what to do about lower-tier potions.

2. You can use your second wind as a move action, sans the defense bonus.

These two things make leaders a bit less mandatory, without radically changing game dynamics.

Oh, and I'll second the house rule forum suggestion. You'll probably get more constructive replies there. 

Quick Reply
Cancel
2 years ago  ::  Aug 28, 2011 - 1:23PM #18
Salla
Date Joined: Apr 3, 2003
Posts: 23,557
Removing the surge expenditure from potions means HP=GP.  This is not a good thing.
Another day, another three or four entries to my Ignore List.
Quick Reply
Cancel
2 years ago  ::  Aug 28, 2011 - 1:37PM #19
Chimpy20
Date Joined: Mar 16, 2011
Posts: 503
Check out Potion of Vigour from Adventurer's Vault, which grants 15 (I think) temporary hit points and is about level 9 item.
Quick Reply
Cancel
2 years ago  ::  Aug 28, 2011 - 11:33PM #20
Duskweaver
Date Joined: Jun 9, 2008
Posts: 3,642
How about a potion that costs some other resource instead of a healing surge, such as an action point? Or one that imposes some drawback in return for surgeless healing, such as a penalty to saving throws for the rest of the encounter?
Quick Reply
Cancel
Page 2 of 6  •  Prev 1 2 3 4 5 6 Next
Jump Menu:
 
    Viewing this thread :: 0 registered and 1 guest
    No registered users viewing