Fix for healing potions

The high level is a problem. What about a limit of one per encounter? The potions don't work if you take more than one in a certain timespan.

It doesn't fix the fundamental problem of cheap healing at high levels, though.

IMHO the potion healing mechanic probably took a lot of thought to set up to avoid these problems. I don't see a need to fix them, and if a given party chooses to go short on leaders and healing powers, I let them live with their choice.

My 'fix' for a low-healing party is to remind them that it only takes a feat to multiclass.
 

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I tried it in play tonight, and it worked quite well. The party has an "uberhealer" but still needed help, and were quite happy to spend the healing surge for extra, it really saved the day. They picked those two up as treasure, it was the only reason they had them.

I think healing potions are not very worthwhile as written, and parties rarely think to have one around these days.

So, with due respect to those that are happy with the status quo, I've got two suggestions.

A.) Healing potions allow for a healing surge to be spent in addition to the points you gain. They may only be drunk once per encounter. If you need further limitations, make the secret of making healing potions lost and they are a limited commodity only found as treasure or very expensive in civilization (costing more and more as the campaign continues)
B.) Healing potions give Regenerate 1 to any drinker that is bloodied. This increases their efficacy without increasing the amount they immediately heal. It also gives a good reason to giving one to someone who is dying. Parties will definitely keep a potion around to help heal the dying.
 
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If you had a magic weapon that scaled with the PC's level, you wouldn't have it lying around a weapon shop, on sale for the same price as a +1 magic weapon, would you? Would you allow the PC to craft one just like he/she would craft a plain +1 magic weapon? While a consumable doesn't rise to the level of a weapon, the basic concept is the same. A consumable whose power increases with level shouldn't be sold for the price of its weakest form, nor be made as easily.
 

Do you have to limit healing potions to 1/encounter, or just limit the extra surge to 1/encounter?

What you are essentially doing is giving PCs the following as an encounter power.

Free Action - Healing
Trigger: You consume a Potion of Healing, Vitality, Recovery or Vigor.
Effect: You may spend a healing surge.

Or, for posters worried about level restrictions...

Free Action - Healing
Trigger: You consume a Potion of Healing, Vitality, Recovery or Vigor whose level is 5 less than your own or higher.
Effect: You may spend a healing surge.

The reason I included vigor potions is so that there is always a potion within 5 levels of you and below your level.
 

Thus, they can work exactly as they do now, or they can give you a chance to spend a healing surge in combat (which are rare enough as it is.)

In my experience, no, they are not rare at all. I have a paladin in my group who can trigger 8 of his 12 surges in one encounter if needed (some of those ways also can trigger other people's surges or heal other people). The fighter can trigger 2 or so of his, the shaman has 3 or so ways to trigger surges, the sorcerer has 1 way. And they are only at heroic. At paragon, as resources increase, it becomes even easier to trigger surges.

One of the biggest problems with using potions is not the amount of healing, so much as the action economy. Minor to draw, and minor to drink it pretty costly. And most people don't even have a free hand to do it. Two weapon or two implement wielders and heavy shield user have to spend yet another action to sheath one item, or drop it to pick it up later, but that's risky as you might get pushed or slid away from your item. And if you sheathed the item, it will take yet another minor next turn to draw it again. Quickdraw (or its equivalent items and powers) help in this case, but not everyone is going to have those. Perhaps if it was a free action to drink and minor to administer a healing potion, they might see a bit more use.
 


Ah, another thing. Some of us lazier DMs never bothered to track drawing it, or indeed, even having an empty hand (or is it just me?)

I always track empty hands, and ask people how they are performing tasks, or tell them the way they would be able to do what they plan to do. For instance rogue with rapier and dagger says "we need to rescue the prisoners, I walk over to the door and will pick the lock." I say, okay, you take a move action to walk to the door, provoke an opportunity attack from this guys, but you have a +3 AC against it so he might miss, free action drop your weapons, minor action pull out your lock picks, and standard action pick the lock, roll me thievery, next round you may use two minor actions to pick up your weapons. Then I usually hear the protest.

Makes it much more impressive when the bard with a disembodied hand familiar performs these tasks with greater ease, or a rogue with fast hands, or a fighter with quickdraw. And as DM, one of my most valuable tools is using action economy against the PC's to challenge them.

Edit: I realize this is a bit off topic, probably deserves its own discussion.
 

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