BrainStorming Healing Potions

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GM_Chris
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BrainStorming Healing Potions

Post by GM_Chris »

Ok at the moment we have a rule that says a person can only have 2 potions in negatives before a healer is needed.

This was to stop the 100 potion save.

The problem I am having is it isn’t a very good rule it is more of a band aid.

I would LOVE to reenact the "you can drink as many potions as you want"

How can we reconcile the two?

Only thought I have is making all healing potions take the same time to make, but changing how many components they take to increase potency.

This would make healing potions kinda like a luxury item

Thoughts?
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Nelkie
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Post by Nelkie »

I personal think the current system works very well. The 6 or is 8 brew time for healing potions is alot of time. The only way to make healing potions a luxery item, but allow people to drink as many as they want is to increase the make time to 12 hrs or even 18 hrs. And than have the requirement of extract componets to make them more powerful as you said before.

Based on a 48 hr game weekend
1st level alchmist just makeing level 1 heal potions
6 hrs - 16
8 hrs - 12
10 hrs - 8
12 hrs - 8
18 hrs - 4
24 hrs - 4
My Thoughts

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Atrum Draconus
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Post by Atrum Draconus »

So I'm guessing you're planning on doubling the amount of mystic you want to see in the game as well? Making healing potions cost more will also throw them way out of balance for the benefit recieved just so that people have the ability to pour tons of healing potions down someones throat. I think the only 2 rule works fine and it fixed a problem in the rules rather easily without affecting anything else. There is no way to go back without changing multiple rules and philosophies and the first time someone does use 30 potions on someone in negs people will be looking at it again and saying thats ridiculous even if there is a higher cost associated with it.
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Post by GM_Chris »

Good points that is why I be asking. :)
Chris
I be one of the gamemasters so e-mail me questions if you have them
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