KotS Healing Potions

The way I see it healing in combat is (IMHO) the new way to (potential) brokeness in 4e. healing seems to be in 4e much more important that everything else when it come to win a combat.

Consider this, the only permanent condition (for given values of "permanent") in 4e seems to be, for what we know, death, and the only way to die seems to be (again for what we know) hit points exaustion. so the ability to recover hit points in combat make all the difference betweeen win and lose, even more than attack bonus and damage.so WotC would be good to keep a very tight leash on way to heal in combat, expecially if the only limitation is how much can you spend, if they don't want the game to break apart again.


So, yes, those potions sound about right, useful at low level, when money are limited and you can buy only so much, but became more and more useless (less useful) at higher levels when you can afford to stockpile them.
 
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I guess that's one way to give healing potions different costs... so you can have your 50g 10 hp one up to 1000g 100hp one, or whatever.
 

Yeah, I'm convinced of the Standard Action, and of the validity of the 10HP heal.

Thanks!

For the curious:
There are no other potions in the adventure.
I doubt the rituals known by the town priestess will be required, though seeing as she knows "raise dead" I would guess she can bring dead PC's back to life. "Oh, this one has an unfulfilled destiny... you are in luck!" - Reminds me of Miracle Max. "He's only MOSTLY dead!"

I've now dog-eared my copy of KotS reading it through a few times. It's really good in a very classic, somewhat cliched way. I will be changing a few minor details when running it, but not as many as I normally would running an adventure. (They are usually almost unrecognizable after I'm done with them.)

Fitz
 


As I recall, back in feb/march, someone mentioned that they were still deciding whether potion drinking was a standard or minor action. Looks like they decided, changed their mind, but didn't catch all the instances of it in KotS.

This is really shaping up as one badly edited adventure. Half-elves, healing potions, weird population numbers, blank rituals... yikes. Not a good way to introduce things.
 

The population number is fine. There's 11 buildings WITHIN the of the town, but there's an unspecified number of outlying farms to make up the difference.

However, there's quite a few number of other minor errors I noticed on my first read through.

Fitz
 

Right. 800+ people living less than a mile from a kobold lair and the evil keep, in isolated farmsteads. Yeah, thats works.
 

FitzTheRuke said:
So, Keep on the Shadowfell has a couple of Healing Potions appearing.

One of them says it's a minor action to use, the other says it's a standard action. (Yes, yet another editing snafu.)

I wonder which it is. Minor or Standard. Personally I think it should be TWO minors (one to get it out, and one to drink it, not to mention require a free hand, so you may need to spend another one to put something away....)

Any thoughts?

Fitz

It should be a minor action to drink a potion.
 



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