How often does your party use a potion of healing - Page 4

Poll: how often does you party use potion for healing

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  1. #31
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    Grandfather of Assassins (Lvl 19)

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    Quote Originally Posted by Mr. Wilson View Post
    I use the commonly used Bonus Action to drink one yourself, standard action to administer one to your friend houserule.
    Quote Originally Posted by ad_hoc View Post
    This is common? First I have heard of it.
    This is the first time I've heard of it also. The only time I've ever allowed a character to drink a healing potion as a bonus action was when the potion was already in their hand, and they weren't threatened. (Highly situational.)

  2. #32
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    Thaumaturgist (Lvl 9)



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    We spend an action as per the rules. We avoid using healing potions during combat.

    I was having trouble selecting an answer because it varies. Healing potions are on the adventuring gear list and we consider them standard equipment. However, that's expensive equipment at lower levels. If the party is spending 300gp/day just on healing potions it adds up fast.

    Party composition and playstyle matters as well as options taken. A group doesn't need a dedicated healer but it does help. Song of rest and/or the healer feat make a bigger difference than healing potions with or without a dedicated healer. Taking short breaks to use hit dice for healing matters so groups who use this (rather important) option use less potions.

    At higher levels, one ore more per encounter for the group is typical.
    XP Odysseus gave XP for this post

  3. #33
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    A 1e title so awesome it's not in the book (Lvl 21)



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    If you do the math, drinking a potion during combat is almost always a waste of an action. The exceptions to this rule are:
    1) It's one of the higher-level potions, and you are lower level.
    2) You're in a safe position, and can't do much to help the group this turn anyway.
    3) You are not drinking it; you're pouring it down the gullet of an unconscious ally, so that they regain consciousness.

    The math on point 1) is as follows: If the hit points you get back from drinking the potion exceed the amount of damage the enemies are going to deal you next round AND that amount of damage would be enough to drop you to 0 AND (living another round without attacking is useful like because of opportunity attacks or something OR you can heal enough to live for two rounds so you can spend the second one attacking), then you should drink the potion. This is a pretty difficult calculation for a player to perform in the middle of combat, but the general gist is that unless it's a superior or supreme potion you shouldn't even consider it.

  4. #34
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    Spellbinder (Lvl 16)



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    We very rarely use potions.

    It used to be never, but then I implemented the house rule of a bonus action to drink a potion, action to apply one to an ally, so they've gotten a bit of a resurgence.

    Still, I'm looking into ways to buff healing potions, they don't feel worth the cost in GP for how little healing is actually done.

  5. #35
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    The Grand Druid (Lvl 20)



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    In the game I run, I made some setting changes and ruled.

    Healing potions are **not** standard equipment. They are magic items and its infrequent you will find them outside of one or two in specific cases or you craft your own (requires special ingredients.)

    On the other hand, "recovery elixirs " are fairly common and require more common ingredients. The difference is that recovery elixirs do not heal on their own, they just allow your character to spend HD (as if you took a short rest.)

    The net result of this is that there is a practical cap on the total healing and replacement of HP which is your HD and your magical healing (spells, abilities, more rare potions, etc).

    This results in much more frequent spending of HD which of course only recover half during long rests.

    I specifically wanted to avoid the 3e-ish feel of burning cheap, expendables willy nilly between fights to always reset to full HP.

    I much prefer limits that derive from the charscter and so letting it be centered around spent HD seemed good.

    It has worked well in play in more than one campaign so far as part of an overall set.

  6. #36
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    Cutpurse (Lvl 5)



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    In games with the bonus action houserule: a couple times per encounter. (How I voted, but not always true)

    In games without the rule: almost never; maybe once per 2-3 levels. (This isn't available on the poll - we have the potion, they're just never actually worth an action, and out of combat you can use Hit Dice.)
    XP Odysseus gave XP for this post

  7. #37
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    Grandfather of Assassins (Lvl 19)

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    Quote Originally Posted by DM Dave1 View Post
    On average, I'd say less than once per long rest in our games. But I've also seen multiple times per encounter when the primary healer of the party got knocked out!
    This pretty much sums it up for my experience.

  8. #38
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    Myrmidon (Lvl 10)



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    Thieves tend to use them more than anyone else.

  9. #39
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    Quote Originally Posted by Draegn View Post
    Thieves tend to use them more than anyone else.
    any insight as to why?

  10. #40
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    Pit Fiend (Lvl 26)



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    Quote Originally Posted by Odysseus View Post
    any insight as to why?
    Based on my own experience, it's because thieves are often away from the party scouting or getting into other mischief. Therefore, the healer isn't exactly handy or close by.

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