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Community
General Tabletop Discussion
*Dungeons & Dragons
How many healing potions do you give your party?
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<blockquote data-quote="tetrasodium" data-source="post: 9718948" data-attributes="member: 93670"><p>Since they came up... I think that the `gameplay benefits of those 3.5 ~750gp ~50 charge CLW wands were far superior to 5e's mundane 50gp trivially available healing potions sandwiched between the rations water skins & torches. Those wands offered both opportunity cost for wasteful use & credible reasoning for limited (un)availability when players go shopping for one while maintaining reasons why healing potions anyone could use remain valuable.</p><p></p><p> The opportunity cost of each player blowing 50gp is basically zero in terms of the impact on play.</p><p>In terms of using one on someone ou almost need to shift to a not d&d-like ultra low/no magic world before the risk of any one player using a single potion on a downed player carries a "can we replace this before we need more?" Because we everyone in the group probably has a couple pretty quickly.</p><p></p><p>With the 50 charge CLW wands, 750gp was enough that PCs felt the pinch when they needed to replace it and if an NPC vendor reports no availability they sold the last one recently/a while ago wouldn't carry such a high value item outside their specialty due to rural/remote location or whatever there just isn't much that can be done to slam the brakes on a session with dedicated shopping demands like with mundane barrels 50gp healing potions. That makes players more proactive about teamwork and <a href="https://youtu.be/d5At3bTi04M?si=CbxI3snqk2oPfjC_" target="_blank">reciprocity</a> to be sure that they aren't recklessly risking a large chunk of coin or possibly their necks without a replacement wand. Potions being usable by anyone if course made them valuable for pcs who couldn't use a wand or found themselves in a situation where someone needs a lot of health in a single action.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 9718948, member: 93670"] Since they came up... I think that the `gameplay benefits of those 3.5 ~750gp ~50 charge CLW wands were far superior to 5e's mundane 50gp trivially available healing potions sandwiched between the rations water skins & torches. Those wands offered both opportunity cost for wasteful use & credible reasoning for limited (un)availability when players go shopping for one while maintaining reasons why healing potions anyone could use remain valuable. The opportunity cost of each player blowing 50gp is basically zero in terms of the impact on play. In terms of using one on someone ou almost need to shift to a not d&d-like ultra low/no magic world before the risk of any one player using a single potion on a downed player carries a "can we replace this before we need more?" Because we everyone in the group probably has a couple pretty quickly. With the 50 charge CLW wands, 750gp was enough that PCs felt the pinch when they needed to replace it and if an NPC vendor reports no availability they sold the last one recently/a while ago wouldn't carry such a high value item outside their specialty due to rural/remote location or whatever there just isn't much that can be done to slam the brakes on a session with dedicated shopping demands like with mundane barrels 50gp healing potions. That makes players more proactive about teamwork and [URL='https://youtu.be/d5At3bTi04M?si=CbxI3snqk2oPfjC_']reciprocity[/URL] to be sure that they aren't recklessly risking a large chunk of coin or possibly their necks without a replacement wand. Potions being usable by anyone if course made them valuable for pcs who couldn't use a wand or found themselves in a situation where someone needs a lot of health in a single action. [/QUOTE]
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Community
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How many healing potions do you give your party?
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