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How many healing potions do you give your party?
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<blockquote data-quote="tetrasodium" data-source="post: 9716728" data-attributes="member: 93670"><p>I tried many things to make healing potions interesting treasure in 5e and could never fix the two pronged core of the problem in a way that brought back the "ok awesome, who should get that" vibes of base & greater healing potions in the past without descending into an adversarial quagmire. The two prongs are that 5e went too far beyond 2e"s "should be readily available" gm advice by making them video game style intimately available in player facing material and the fact that yo-yo healing is just too powerful to resist when paired with 5e's trivialized all or nothing explosive recovery so players only use them for that ultra meta game style stop gap.</p><p></p><p>I'm not longer interested in taking the heat to make healing potions into interesting loot for wotc, and feel unsupported when it comes to their goa,l so have not bothered giving them out for quite some time.</p><p></p><p>Edit: none of the options apply though. I give basically zero healing potions and wotc has ensured players that those potions are available at a level well beyond very common unless they have some EvilKillerGM engaged in BadWrongFun so players shamelessly walk around with an embarrassing number of healing options as a group and feel no risk giving one of their 1-2 potions to another party member.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 9716728, member: 93670"] I tried many things to make healing potions interesting treasure in 5e and could never fix the two pronged core of the problem in a way that brought back the "ok awesome, who should get that" vibes of base & greater healing potions in the past without descending into an adversarial quagmire. The two prongs are that 5e went too far beyond 2e"s "should be readily available" gm advice by making them video game style intimately available in player facing material and the fact that yo-yo healing is just too powerful to resist when paired with 5e's trivialized all or nothing explosive recovery so players only use them for that ultra meta game style stop gap. I'm not longer interested in taking the heat to make healing potions into interesting loot for wotc, and feel unsupported when it comes to their goa,l so have not bothered giving them out for quite some time. Edit: none of the options apply though. I give basically zero healing potions and wotc has ensured players that those potions are available at a level well beyond very common unless they have some EvilKillerGM engaged in BadWrongFun so players shamelessly walk around with an embarrassing number of healing options as a group and feel no risk giving one of their 1-2 potions to another party member. [/QUOTE]
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How many healing potions do you give your party?
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