D&D General How many healing potions do you give your party?

How many healing potions do you give your party?


  • This poll will close: .

log in or register to remove this ad




As many as they want and can afford. I don't really care about regular potions of healing, any decent sized city is going to have them and they can always craft them. Greater healing potions are available in larger cities.

I really don't worry about things like this, I rarely provide magical treasure, I just give out treasure instead and let them buy from a curated list of magic items. Potions of healing, even if using them only take a bonus action, will never keep up with the damage being dealt in my games.
 


They're not super rare - most herbalists sell them and have a few on hand, and I plant them on a fair number of BBEGs to help keep them alive. So if they don't get a chance to use them then the party of course loots the potions. I checked and right now there are three in the party.
 

I'm in the I don't give the party any camp. The availability of healing potions to the party depends on the edition my group is playing. In 5.0E, potions of healing are on the equipment list so are available for purchase in settlements of town size or larger limited only by the party's available funds and ability to carry. In 1E, for example, they are not. In 5.0E, potions of healing can be crafted using an herbalist's kit so again are available limited only by funds, time, etc. Otherwise, they might sometimes be found in monster treasure the contents of which I determine randomly using the 1E "treasure type" system which produces a certain frequency, but I have no idea what it is.
 

I have been relatively generous with them, but now I tend to give variations of Goodberries. Good for healing out of combat so that you don't need a short rest, but not useful in combat. I want there to be something in between an hours rest, and nothing. So spending 5-10 minutes to bind some wounds and get on with exploring the dungeon suits us well.
 

My BG2 group drinks them like water. The rogue has no self-healing, the sorcerer has gloves with cure wounds twice a day, the fighter only has second wind, and the cleric prefers to only use spell slots in combat. HP growth capped off at level 10, so none of them have over 100hp at level 17 except the fighter and rogue. It is very rare for them to have fewer than 5 fights between long rests due to the dungeon designs and time pressures they are under.
They have spent thousands of gold pieces on healing potions, and will continue to do so.
 

Pets & Sidekicks

Remove ads

Top