Did you change potions?

James McMurray

First Post
Potions really suck. They cost way too much for what they do unless your party suffers from a dirth of healing abilities. This is especially true at higher levels, where 1,000gp gets you 25 hit points and a save. Have you house ruled them any?
 

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They're not so bad for being last-chance emergencies, which is about what I imagine them being for.

If your paladin/cleric/warlord is totally out of healing magic, then bust out the potions and hope that you can smash your opponent before you run out of those, too.
 

When I first read them, my reaction was similar to yours. However, after playing the game a bit, I found that potions are actually really good. 10 HP as a minor action? Worth every penny of 50g. Healing is at a premium in 4e, and there are really no "big heals" available at all.

Another thing to keep in mind is that the money system is weird in 4e. What seems like a fortune at 1st level (1000g) becomes a pittance very quickly. 25 HP and a save for a single minor action?!? That is seriously badass, IMHO, especially if you're not a leader.

Also, even if your party has plenty of healing (which is something that's still pretty key to survival), there may be that encounter now and then where your TWF ranger finds himself saying, "Man, I'd give 1000g right now for 25 HP and a save." If your party has plenty of healing, you won't use them that often, but when you need them, they'll be worth every copper you spent on them.
 

useridunavailable said:
When I first read them, my reaction was similar to yours. However, after playing the game a bit, I found that potions are actually really good. 10 HP as a minor action? Worth every penny of 50g. Healing is at a premium in 4e, and there are really no "big heals" available at all.
Word.

There was a big thread on this a while ago that did a pretty good job of justifying the current mechanics for healing potions (in my opinion, anyway). If they don't use a healing surge, healing surges become a trivial resource, and 10/25hp still makes quite a big impact. Also, being able to heal as a minor action is pretty darned useful.
 

useridunavailable said:
When I first read them, my reaction was similar to yours. However, after playing the game a bit, I found that potions are actually really good. 10 HP as a minor action?

Unless I'm missing something, it's 2 minor actions to use a potion unless you have Quick Draw.
 


Eventually, I imagine near everyone would want to keep a potion bandolier ready to be able to chug one down every six seconds or so
 

useridunavailable said:
Healing is at a premium in 4e, and there are really no "big heals" available at all.
No big heals? Clerics get one at 6th level - Cure Serious Wounds heals 2 surges worth of health without spending a single surge. They and Warlords also get up to surge+6d6 healing on their Healing/Inspiring Word, which could end up as a double surge for some characters. Two surges is half your hit points. Considering that nothing does as much damage in 4E as 3E, that's at least as effective as Heal was in 3E.
 

useridunavailable said:
Which is exactly why everyone should take quick draw.

No thanks. Quick Draw is a decent feat in 4e, and we've got a player that buys it in any game system where a similar ability exists, but for the types of characters I play it's nowhere near useful enough to warrant a feat slot.

Norhg said:
Eventually, I imagine near everyone would want to keep a potion bandolier ready to be able to chug one down every six seconds or so

Did masterwork potion belts make it into 4e somewhere? Or are you suggesting converting a piece of 3.x gear in order to make potions more useful?
 


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