How often do your adventurers have lengthy - months+ - preparations?

So everything you explained would be up to the DM. I was never arguing for potions only adding my opinion to what the rules actually state. But to clarify what I was saying is, like you said the magic is in the liquid, but it's magic. It's not like having already made Kool-aid and then accidentally pouring salt in it would ruin it. Making a potion is basically the same as making a scroll. But let's get off the subject of potions. We both agree that it's mostly stupid.
Yes.

(Rust monsters rust magical armor perfectly fine though and whatnot)

But yeah. Off topic at this point.
 

neogod22

Explorer
Let's look at the example of a typical underwater adventure or campaign. The players usually have some sort of vessel to transport them, either a boat or some sort of sub if the DM is generous to get them basically to where they have to go. If they have to swim, it's usually not for a very long distance. Their destination is usually some sort of cave or building, and the majority of the time it's filled with air. They may have to fight creatures in the water, but that's usually a specific thing. The point I'm making is, adventurers usually don't be underwater 24/7. They can't. They can't take a long rest underwater. They would usually habe some place safe for that, i.e. a building with air, or their traveling vessel. If the adventure is designed for there to no place where the characters would have access to air, then either they would have to leave and come back, or just play an aquatic race.
 

FrogReaver

Adventurer
How the party gets split up can easily be not a choosing matter. One could say assuming that would just happen every time is itself stupid ;)
You really goina have to stop bringing into discussions points that while may CAN be technically correct, aren't typically correct often enough to matter. It's a pattern with you and one that makes true discussion nearly pointless.
 
You really goina have to stop bringing into discussions points that while may CAN be technically correct, aren't typically correct often enough to matter. It's a pattern with you and one that makes true discussion nearly pointless.
I bring up what i find likely. I find it likely. Especially when it happens to matter at sea considering the tempermental nature of the big blue beast. The only pattern is that i notice from experience playing, watching, dming, and reading campaign materials that it happens much more than often enough to matter in environments (like under water if the surface is far enough away) that are default lethal from deprivation of a necessary to life item (air) and a mechanically lethal item (many are automatically present by default in this scenario) assuming only the information of the environment. I disagree with your insinuation of the things i bring up not being frequent enough issues. Maybe your group just doesnt portray the environment as hostily as most groups ive seen do.
Let's look at the example of a typical underwater adventure or campaign. The players usually have some sort of vessel to transport them, either a boat or some sort of sub if the DM is generous to get them basically to where they have to go. If they have to swim, it's usually not for a very long distance. Their destination is usually some sort of cave or building, and the majority of the time it's filled with air. They may have to fight creatures in the water, but that's usually a specific thing. The point I'm making is, adventurers usually don't be underwater 24/7. They can't. They can't take a long rest underwater. They would usually habe some place safe for that, i.e. a building with air, or their traveling vessel. If the adventure is designed for there to no place where the characters would have access to air, then either they would have to leave and come back, or just play an aquatic race.
A sub? Thats kinda odd. In any case its not in the sub you have to worry. Its whether you CAN get back to your safe place. Really depends on how safe your campaign is. I really hope they dont make ravenloft super survivable. That would be weird. Im getting a feeling of things to come...
 
You really goina have to stop bringing into discussions points that while may CAN be technically correct, aren't typically correct often enough to matter. It's a pattern with you and one that makes true discussion nearly pointless.
also huh...not frequently enough of an issue...

Well yeah. I suppose its not on all sides at all times and always 100 percent lethal when about 500 feet below the surface for the average person without protection of some form. I suppose the water isnt really there...yeah...i suppose...

Thats kinda dumb
 

FrogReaver

Adventurer
also huh...not frequently enough of an issue...

Well yeah. I suppose its not on all sides at all times and always 100 percent lethal when about 500 feet below the surface for the average person without protection of some form. I suppose the water isnt really there...yeah...i suppose...

Thats kinda dumb
The specific quote was that the party could be split up in ways they didn’t pre determine. That’s so rare as to be pointless to mention. Bringing that up detracts from your position rather than supporting it
 

neogod22

Explorer
I bring up what i find likely. I find it likely. Especially when it happens to matter at sea considering the tempermental nature of the big blue beast. The only pattern is that i notice from experience playing, watching, dming, and reading campaign materials that it happens much more than often enough to matter in environments (like under water if the surface is far enough away) that are default lethal from deprivation of a necessary to life item (air) and a mechanically lethal item (many are automatically present by default in this scenario) assuming only the information of the environment. I disagree with your insinuation of the things i bring up not being frequent enough issues. Maybe your group just doesnt portray the environment as hostily as most groups ive seen do.

A sub? Thats kinda odd. In any case its not in the sub you have to worry. Its whether you CAN get back to your safe place. Really depends on how safe your campaign is. I really hope they dont make ravenloft super survivable. That would be weird. Im getting a feeling of things to come...
There's the barrel crab magic item that's a 2 man sub. It's not hard to make a bigger one or other magic items thst do the same thing. Hell Spelljammer had sailing ships in space.
 
There's the barrel crab magic item that's a 2 man sub. It's not hard to make a bigger one or other magic items thst do the same thing. Hell Spelljammer had sailing ships in space.
spell jammers ships made a surprising bit of sense though tbh. And effectively were actually lower tech than subs. Also the astral sea's default state as an environ is nonlethal. I truly see no problem there. Also this is partially because its not really "space"
 
There's the barrel crab magic item that's a 2 man sub. It's not hard to make a bigger one or other magic items thst do the same thing. Hell Spelljammer had sailing ships in space.
Unless you are talking about the void areas between major systems. Those locations are just as lethal as being deep under water. Definitely.
 
There's the barrel crab magic item that's a 2 man sub. It's not hard to make a bigger one or other magic items thst do the same thing. Hell Spelljammer had sailing ships in space.
Then again i never really said i thought spelljammer's planar travel excelled at internal realism. And i really dont think it does. Actually i find it extremely failing in that area and i never brought it up. Really cool campaign memories from that period of time though.
 

Quartz

Explorer
I think you're getting fixated on the specific example I gave. I might have specified the Positive Material Plane or a jungle or anywhere.
Or even just preparations for a long journey. Or maybe it's an astronlmical / astrological event.
 

neogod22

Explorer
Or even just preparations for a long journey. Or maybe it's an astronlmical / astrological event.
If you're not being specific, then like I said in my original statement, never because those preparations are pointless. The spell is by far better than those magic items, especially better than the potion which only lasts an hour.
 

neogod22

Explorer
spell jammers ships made a surprising bit of sense though tbh. And effectively were actually lower tech than subs. Also the astral sea's default state as an environ is nonlethal. I truly see no problem there. Also this is partially because its not really "space"
No, the Spelljammer setting took place in the Prime Material Plane. There wasn't any Astral travel. The only travel between planes are the brief instances when they open a portal to the positive plane to enter or leave a crystal sphere. Which is pretty crazy, but still off topic.
 
No, the Spelljammer setting took place in the Prime Material Plane. There wasn't any Astral travel. The only travel between planes are the brief instances when they open a portal to the positive plane to enter or leave a crystal sphere. Which is pretty crazy, but still off topic.
I always thought of the voids between as a related thing conseptually (cause there is like a ton of empty space between technically u just travel it at high speeds) and thought that later content was elaborating. This explains a lot actually.

Thankyou for the correction.

Inter edition conceptualizing and figuring out what became what else versus what waa actually just replaced whole cloth is sometimes a confusing thinking topic. Especially if its been a while.

Sometimes thingd become other things. Some times its just coincedental faint resemblance.
 
If you're not being specific, then like I said in my original statement, never because those preparations are pointless. The spell is by far better than those magic items, especially better than the potion which only lasts an hour.
Actually i never thought the spell was the worst option. I actually thought it was the second best one. Like i said potions in this scenario are a bit better than scrolls but the reasom i chose to compare the rings to potions instead of spells was the comparability of a lot of potential problems. Not because i thought potions were a better option than spells.
 

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