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General Tabletop Discussion
*Pathfinder & Starfinder
Potion of Healing/Vitality/Recovery
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<blockquote data-quote="ThirdWizard" data-source="post: 4260224" data-attributes="member: 12037"><p>Bad bad bad baaaad idea.</p><p></p><p>It makes Second Wind teh suck for one. It also means that a 30th level PC can carry around 1000 of these things (bag of holding) and gain the full effect of a 30th level Healing Surge for 50 gp a pop! I'm not highfalutin statistician, but that sounds like a bit <em>too</em> good of a deal.</p><p></p><p>Nope. You're making a trade off. You can gain some hp for a healing surge as a Minor Action when normally you couldn't. You're making a trade: you lose efficiency while gaining expediency.</p><p></p><p>Say a PC has 60 hp. His healing surges gain him 15 hp. So he has important choices to make.</p><p></p><p><s>1) Use a Standard Action, and gain 15 hp and +2 to all defenses</s></p><p><s>2) Use a Minor Action, and drink a Potion to gain 10 hp and also use an Attack or Utility power, and have a Move Action.</s></p><p><s>3) Use a Minor Action and a Move Action to drink two potions, gain 20 HP (for 2 healing surges) and still use an Attack or Utility Power.</s></p><p><s>4) Use a Standard Action and a Minor Action, use Second Wind and drink a Potion to get back 25 hp and gain +2 to all defenses</s></p><p><s>etc etc etc</s></p><p></p><p>1) Use a Standard Action, and gain 15 hp and +2 to all defenses</p><p>2) Use two Minor Actions, pull out and drink a Potion to gain 10 hp and also use an Attack or Utility power.</p><p>3) Use all your actions to use Second Wind and pull out and drink a Potion to get back 25 hp and gain +2 to all defenses</p><p>etc etc etc</p><p></p><p>Basically, its all about trade offs and use of resources to get what you want. If you make Potions restore a Healing Surge worth of hp, you get rid of all these tactical considerations. With that house rule, the correct answer is <em>always</em>: Drink Potion.</p></blockquote><p></p>
[QUOTE="ThirdWizard, post: 4260224, member: 12037"] Bad bad bad baaaad idea. It makes Second Wind teh suck for one. It also means that a 30th level PC can carry around 1000 of these things (bag of holding) and gain the full effect of a 30th level Healing Surge for 50 gp a pop! I'm not highfalutin statistician, but that sounds like a bit [i]too[/i] good of a deal. Nope. You're making a trade off. You can gain some hp for a healing surge as a Minor Action when normally you couldn't. You're making a trade: you lose efficiency while gaining expediency. Say a PC has 60 hp. His healing surges gain him 15 hp. So he has important choices to make. [s]1) Use a Standard Action, and gain 15 hp and +2 to all defenses 2) Use a Minor Action, and drink a Potion to gain 10 hp and also use an Attack or Utility power, and have a Move Action. 3) Use a Minor Action and a Move Action to drink two potions, gain 20 HP (for 2 healing surges) and still use an Attack or Utility Power. 4) Use a Standard Action and a Minor Action, use Second Wind and drink a Potion to get back 25 hp and gain +2 to all defenses etc etc etc[/s] 1) Use a Standard Action, and gain 15 hp and +2 to all defenses 2) Use two Minor Actions, pull out and drink a Potion to gain 10 hp and also use an Attack or Utility power. 3) Use all your actions to use Second Wind and pull out and drink a Potion to get back 25 hp and gain +2 to all defenses etc etc etc Basically, its all about trade offs and use of resources to get what you want. If you make Potions restore a Healing Surge worth of hp, you get rid of all these tactical considerations. With that house rule, the correct answer is [i]always[/i]: Drink Potion. [/QUOTE]
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