Raven Crowking said:
Only if you torture the word.
Bizarro One: The question about potion miscability came up within the context of earlier edition AD&D magic, so the relevance of other magic is as germaine as that of, say, swinging swords.
Other magic as in "most items in the 1e DMG"? I'd say that's pretty relevant.
Bizarro Two: Swinging a sword has a hit or miss chance, and a range of damage. It always either hits or misses, and it always does some amount of damage if it hits (even if the creature doesn't take that damage). Conversely, drinking two potions can do...anything to you.
No, it can't. It can do a very small set of things to you, defined by a table that has exactly nine possible outcomes. And that only happens
if you mix potions. If you don't, then there is
never any potion miscability issues, and magic remains entirely predictable. Mixing potions is like trying to hit someone with a sword. It has a narrowly defined possible set of outcomes. This is not unpredictable.
Bizarro Three: You equate the procedure followed by the DM with the in-game effect on the PC.
Magic is not mysterious
because it is defined in a predictable manner by the rules. Is chemisty mysterious? I mean, there are no DMs following procedure, but if you do X then you will get outcome Y. Hence, it is predictable based upon the observations of the experimenter - just as determining that mixing potions in a 1e defined world would be observable to inhabitants of that world. "If you mix potions, you get this range of possibilities occurring" would be pretty easy for experimenters to figure out - and they probably would given the benefits of figuring that out.
Bizarro Four: You keep using the word "predictable". I do not think that word means what you think it means. The Potion Miscability Table is a starting point for what can happen. It is inclusive, not exclusive. Having a potion with instantaneous results doesn't necessarily mean that potion miscability isn't consulted, so you could indeed have a wierd effect from drinking a potion of healing and then a potion of gaseous form.
First off, no, you couldn't. You need to reread the rules for using the table.
Even two identical rolls with two identical sets of potions can have differing effects based upon the wording of the results. This is the opposite of predictability.
There are nine possible outcomes that arise from mixing a pair of potions. If you don't mix potions, there is no consulting the table. Predictably. If you do mix potions, then you consult the table and get one of a limited set of outcomes. Predictably.
"If I use this item, the sun is likely to still rise tomorrow, therefore the item is predictable" doesn't connotate predictability to me. However, if this is what you mean by predictable, then it is probable that we agree about the predictability of magic in earlier editions, and merely disagree on what "predictability" is.
Predictability means knowing what will trigger certain sets of outcomes. If I pull the trigger on a loaded black powder rifle it will either (1) fire a bullet, (2) misfire and nothing will happen, or (3) misfire in a catastrophic way. Even though there is more than one possible outcome, the technology is still predictable, because I know pretty much the set that it will be drawn from, and have a good idea what the relative frequencies of these occurences will be. Potion miscability is
exactly the same.
The vast majority of modules produced for AD&D include new magic items, the functions of which should not be known to the players at the time they are acquired. Tons of cursed items mimicked "good" items until certain conditions were met...heck, there are "good" items in the DMG that mimic other "good" items until certain conditions are met.
Examples please. And also provide the frequencies of these items relative to the entirely ordinary run-of-the mill magic items provided.