ricardo440
First Post
And potions are wicked cheap.
not when you are 1st level!
And potions are wicked cheap.
Controllers are considered the most skippable of the roles amongst most I know.
And potions are wicked cheap.
50 gold doesn't seem like much but when you are only getting 1/5 value from everything that is not just straight money and then it is costing you 25 gold every time you want to breakdown a magic item
1st level characters start with 100g each and as a group acquire 720g in coin, as well as 3040g worth of magic items, while 1st level on the way to 2nd. A 50g healing potion is then 1/80th or so of a party's resources for 1st level. And rapidly less as you go up in level.
For example, the game I started a few weeks ago has acquired 5 healing potions between 1st and 3rd and used 3 of them, and could easily have several more if they so chose. If they had no healer at all, I'd indeed have added a few more.
They're really quite cheap.
Yes your characters start with 100gp, but often that is used on armour weapons, tents and things like that.
If we do a little sum. 10 encounters to level up. The priest could give 2 healing words per encounter.
If you replace those with healing potions that is 20 healing potions so 1,000 gp. All your coin and more.
But the kicker is that most normal groups will use those healing potions when in absolute dire straights. A group without a leader has to use them all the time, so has no reserve for when it gets real hard.
Besides, our group had 4 healing potions at the start. By the end of the 2nd encounter we were all dead. No chance to buy new.
5 ongoing Acid. Fail your save once and that is a healing potion gone.
Yes your characters start with 100gp, but often that is used on armour weapons, tents and things like that.
If we do a little sum. 10 encounters to level up. The priest could give 2 healing words per encounter.
If you replace those with healing potions that is 20 healing potions so 1,000 gp. All your coin and more.
But the kicker is that most normal groups will use those healing potions when in absolute dire straights. A group without a leader has to use them all the time, so has no reserve for when it gets real hard.
Besides, our group had 4 healing potions at the start. By the end of the 2nd encounter we were all dead. No chance to buy new.
5 ongoing Acid. Fail your save once and that is a healing potion gone.
but pretty much everything that can put out ongoing damage can do it multiple times all the times my party has died or come close to dying every time the monsters hit us they did ongoing damageI think you're overlooking the fact that the leader is actually replaced by another role. If that extra role is a striker, then you are taking enemies down faster. If that extra role is a defender, then you have a greater pool of hit points, and a higher defense character to remedy some of the healing that might be necessary. You shouldn't need that many more healing potions. In some fights, my warlord gets by with 0-1 inspiring words. We've gone through 2 encounters without a short rest, with my warlord not having any healing powers in the second encounter.
And ongoing 5 acid on one character is not going to TPK a whole party. I'm simply not buying what you're trying to sell here. Your DM must have made a mistake with the encounter level if you went through 4 healing potions and died after 2 encounters, or you had an extreme string of bad luck.
A level 1 party of any composition should be able to get through several level 1 and level 2 encounters with almost no risk of TPK, and can get through a level 3 encounter blowing some daily powers to survive it. Maybe if the party is particularly poorly composed and the enemies especially lethal, someone might die, but TPK is really hard to imagine.