I hate potions.


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Thornir Alekeg said:
I know where you are coming from, although I don't know if I'd go so far as to say I hate them. I've found that most people (myself included) hoard their potions, saving them for "an emergency", after all, you don't want to waste a potion.

Why is that? Its because they are Wayyyy too expensive for what they do.
50gp for a CLW? BAH!
 

Marshall said:
Why is that? Its because they are Wayyyy too expensive for what they do.
50gp for a CLW? BAH!

A minimum caster level CLW I might add.

Nothing beats downing a potion and being healed for 2hp. 2!
 

I just noticed how potions = options re-arranged

anyhoo, I think you're missing the point on potions. Potions are for parties that don't have clerics and mages in them. Who needs them, when you can carry some potions and get the important goodies out (healing).

Janx
 


Time after time, the groups I DM for have made great use of their potions. In a recent session, they saved the rogue from an Aboleth's slimy skin affect with a timely Remove Disease potion. None of the clerics had one available, so without that potion, the rogue would have been stuck. They've made similar good use with Remove poison, lesser restoration, etc. Always useful in an emergency.

These groups also go thru their healing potions like water at times. At the end of a big fight or a series of fights, it's pretty common that there just isn't enough healing spells left to bring everyone back up to par. That's when they suck down some potions to top of the hit points. Those extra HPs have saved them many times. You just never know when another wandering encounter might show up.

Though they have a few combat potions, those seem to be used far less often. In those situations, it's really a case of the players not wanting to waste their resources if they don't have to, and instead they horde those potions. In cases where they get enough advance warning of a battle, they will sometimes use them. Potions like Aid, blur or various buff spells seem to be the most useful there.
 

Potions have a lot of uses I see them as almost stilled and silent spells since very little movement (compared to spell casting) and no real noise is made using one. Good for stealth parties wanting to do an ambush. Yeah the mage or cleric can hit the fighter with a Bull strnegth but they have to make all sorts of noise and movement. Pop...sip and the fighhter is ready.

I guess a lot of it depends on party dynamic. Admittedly now that my group is 14-15 level they don't use them much prefering wands for those sorts of things but The rougish character still uses them for skill boost and such. Also It still a healing way open to non caster's. Unfortunately all but 2 characters out of a party of 8 have some healing ability even if its only enough to stabilize someone.

Sometimes its handy to increase their use by providing thingsthat synergy with the potion. I have a player who uses a Magic item that is a puch that holds a potion. It sits in the back of the throat and as a free action he can actiave a potion that has been poured in it. It makes having that potion useful.

I also have potions of higher levels at significantly increased cost. So you see an occasional Heal potion which still excites my players.

Later
 

Saving for a rainy day.

I used to hoard my potions, but broke myself of that habit.

We generally make sure that everyone has a potion of CLW on hand. These are saved for bringing back the cleric to consciousness. THen the creric goes to town with a want of CLW.

As for other potions... Invisibility is handy for a rogue who needs a quick getaway who doesn't have arcane support nearby. THe stat boosters are nice to have as well.

They are a must if your party is lacking spellcasters, but scrolls are cheaper if you do.

My two cp.
 

Quasqueton said:
What is your relationship with potions?

When I DM, I love them. Nothing like giving an evil NPC an edge against the players, you know? ;)

As a player, I use them a lot, provided I know what the potions do of course. In 3.0 rules, using a potion of Cat's Grace was excellent for my cleric who specialized in ranged combat, and having a little extra to one's armor class never hurts. In another campaign, I played a druid with the brew potion feat which turned out to be darn useful. As the only character in the party with magical healing, making cure potions for the rest of the party allowed her to use other spells. So, yeah, I think they're useful in the right circumstances.
 

Quasqueton said:
What is your relationship with potions?

Potions have to be used judiciously, which means they tend to sit idle for a while then vanish in a guzzling frenzy.

IMC potions are a common treasure (one high-end pirate ship netted nearly 80 potions). The most common are either CLW, Endure Element, Resist Element, Swimming, and Alter Self. There are a few CCW in the hands of the fighter for the "Holy crap, I'm hurt and far away from the cleric!" days. Endure potions are great for the rare visits to rough environs while Alter Self is a general purpose escape potion since it is both disguise, water breathing and (in 3.0) a lesser flight spell.

BTW, a Regenerate Light Wounds potion is a great alternative to a CLW. Still 50gp and for the fight you *know* you're getting hurt a wonderful thing.

I'd say only one encounter in ten sees a potion consumed but that encounter takes a half-dozen potions throughout the entire party.

I know people berate the CxW potions but they are best during protracted fights. My barbarian will start drinking his potions at 50% hp when he's taking a move action to another sizeable foe. It sometimes loses a charge attack but might keep him on his feet another round or so.

Our general rule is that those who can't carry a CLW wand carry a CMW potionmarked "in case of broken cleric, potion" and then has whatever healing potions they want.
 

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