Azlan said:
Well, my players still found healing potions just as useful, with my house rule invoked. However, whenever they're badly low on hit points, they first spend a full round doing a withdraw, away from melee (which doesn't provoke an AoO). Then, the next round, they drink a healing potion.
This is exactly the sort of thing I wanted to see happening, once I removed the exemption from AoO's for the 5' step.
Hypothetical situation, if you'll allow it, and not one I think is preposterous.
I am playing Hero Protagonist. Hero is locked in mortal combat with Evil McBadGuy, and Hero and Evil are trading vicious sword blows back and forth.
My initiative rolls around. Hero is down to 15 HP, thanks to a sudden critical hit from Evil and an area-of-effect spell thrown by a member of Evil's party, Crony Littleevil. Hero, however, has a trump card, a Potion of Healing that'll bring him back in the battle to save his friends. Hero can't drink it without suffering an attack of opportunity, though, that would surely kill him. With no five-foot step, Hero must do a full withdraw this round, so he'll be out of range next round to use his potion. On Crony's action, Crony shoots Hero with a standard lightning bolt spell and Hero dies, unable to defend himself or get hit points back in a timely manner.
Also -- and I could be wrong on this -- but is this possible?
Hero withdraws, 60 feet back, in preparation to down his potion. On Evil's action, Evil charges 60 feet in a straight line, hits, and kills Hero dead.
My problem with that is now you've taken an emergency heal, something to let the fighters and rogues and barbarians and all the other classes that can't heal buy a few more seconds, and removed it. Now, to heal when one is low on hit point either takes nothing but luck (villain not following or a missed attack) and then another round's action to heal, or a cleric/paladin/bard has to spend almost every round looking for someone to heal because they can't do it themselves, even if they have those potions.
You're taking the survivability out of the player's hands, making a non-cleric heal take two rounds and leave the character open to any number of ranged attacks, and healing classes will need to do more healing than ever because potions are not worth their weight in copper. Screw realism, what fun is it to withdraw from combat at 45 HP because something MIGHT do enough damage to warrant me using my potion NEXT round? I'd rather be able to do something on my own action that round to keep myself alive.
That's my take.