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An additional use for Healing Potions
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<blockquote data-quote="Rune" data-source="post: 5399111" data-attributes="member: 67"><p>I'm in a heroic tier game currently that has two healers (a warlord and my bard (multiclassed to pick up every heal power available) in which we've found that the lack of surges of a single striker has become our major impediment to progress in between extended rests.</p><p></p><p>Even with a few dailies spent amongst us, we'd like to press on, but can't because the striker has no means of getting healed during the next encounter.</p><p></p><p>What I'm going to suggest to the DM is that we house-rule Healing Potions to replace a surge, instead of healing, if the recipient has no surges left.</p><p></p><p>The way I see it, this would provide two benefits to a DM.</p><p></p><p>1. If the DM were inclined to run a less magic-item-laden game (although this particular DM is <em>not</em>, I <em>would</em> be), it should help lighten the party's treasure-load somewhat.</p><p></p><p>2. This should extend the number of encounters in between extended rests, thus easing the burden on the DM of accounting for the likelyhood that we will unload all of our dailies in each encounter (because, as things stand now, we rarely can get two in without <em>really</em> risking the striker's life).</p><p></p><p>Pulling the potion off the belt would still take a minor action. Drinking would still be another minor action. Still a standard action to administer it to an unconscious ally, who would then need a heal check, heal power, or another potion to make use of it.</p><p></p><p>Drinking them outside of combat would be a way to heal all the way up (drink for surge, spend surge, drink again...), but I don't think this would unbalance anything. In fact, I think it would further point 2, above.</p><p></p><p>Thought I'd share.</p></blockquote><p></p>
[QUOTE="Rune, post: 5399111, member: 67"] I'm in a heroic tier game currently that has two healers (a warlord and my bard (multiclassed to pick up every heal power available) in which we've found that the lack of surges of a single striker has become our major impediment to progress in between extended rests. Even with a few dailies spent amongst us, we'd like to press on, but can't because the striker has no means of getting healed during the next encounter. What I'm going to suggest to the DM is that we house-rule Healing Potions to replace a surge, instead of healing, if the recipient has no surges left. The way I see it, this would provide two benefits to a DM. 1. If the DM were inclined to run a less magic-item-laden game (although this particular DM is [i]not[/i], I [i]would[/i] be), it should help lighten the party's treasure-load somewhat. 2. This should extend the number of encounters in between extended rests, thus easing the burden on the DM of accounting for the likelyhood that we will unload all of our dailies in each encounter (because, as things stand now, we rarely can get two in without [i]really[/i] risking the striker's life). Pulling the potion off the belt would still take a minor action. Drinking would still be another minor action. Still a standard action to administer it to an unconscious ally, who would then need a heal check, heal power, or another potion to make use of it. Drinking them outside of combat would be a way to heal all the way up (drink for surge, spend surge, drink again...), but I don't think this would unbalance anything. In fact, I think it would further point 2, above. Thought I'd share. [/QUOTE]
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An additional use for Healing Potions
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