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<blockquote data-quote="cptg1481" data-source="post: 1027167" data-attributes="member: 5360"><p>Hey....how many potions is too many?</p><p></p><p>Does anyone have a system that I could use to sort of tone down the 31 potions one of my PC's has granted himself via the you got 66000gp to spend when creating your PC theory. I mean I have never limited them to certain things but 31 potions (especiallyconsidering how hard I make getting them in game) is a bit much. </p><p></p><p>I was thinking that (in one of the books) there is that bandoleer type thing that holds 6 but after that they'd have to be in some kind of case or bag and well wrapped and protected vs breakage I mean thier hardness is 1 and the break DC is 13. Thus in the bagg wouldn't they be harder to get at...say a full round action that provokes AoO. </p><p></p><p>I'm gona rule for now that without the bandoleer one can have two tucked say in his belt or a pocket. Again these are subject to a save when hit. (see below) </p><p></p><p>I want to handdle it like so:</p><p></p><p>He can buy the bandoleeer thing and keep 6 potions at the ready but they are subject to a check when he gets hit (open to suggestions here for DC) and the rest are in a potions case that takes a full round action to access (see above). MY proposal for the DC to not break is = to 1/2 of the damage taken by the PC and limited to say 1d3 potions at a time (say his body and the case provide some protection). Also might allow the person's reflex mods or simply dex mods to the roll. (suggestions please)The potions get a bonus to thier rolls = to the caster level of the potion of course. </p><p></p><p>Likewise the case and its contents should be subject to saves in certain situations (again help would be cool) like falling with say a base save of 13 (where 13 = DC for normal breakage in the DMG) (with a + to the roll = to the caster level like with items) and with a +2 to the DC for every 10 feet fallen. I don't see one falling 100 feet (or any distance) with a bag full of little glass vials and some or most of them not smashing to useless crap. </p><p></p><p>I am aware of the rules for the destruction of items when they are hit with magical effects, i.e., fireballs and such but I find it hard to believe that in combat a persons potions in little 1 ounce glass vials are 100% safe from falling and normal concussion type damage. </p><p></p><p>Please help me here...have game tonight...pointing me to existing rules would be cool but not necessary. </p><p></p><p>A system of saves vs normal damage for little unprotacted glass vials (along with a system of modifiers to the saves fo said vials for additional protactive measures, i.e. padding and thier delay effects for access) is what I'm after. </p><p></p><p>Thanks all.</p></blockquote><p></p>
[QUOTE="cptg1481, post: 1027167, member: 5360"] Hey....how many potions is too many? Does anyone have a system that I could use to sort of tone down the 31 potions one of my PC's has granted himself via the you got 66000gp to spend when creating your PC theory. I mean I have never limited them to certain things but 31 potions (especiallyconsidering how hard I make getting them in game) is a bit much. I was thinking that (in one of the books) there is that bandoleer type thing that holds 6 but after that they'd have to be in some kind of case or bag and well wrapped and protected vs breakage I mean thier hardness is 1 and the break DC is 13. Thus in the bagg wouldn't they be harder to get at...say a full round action that provokes AoO. I'm gona rule for now that without the bandoleer one can have two tucked say in his belt or a pocket. Again these are subject to a save when hit. (see below) I want to handdle it like so: He can buy the bandoleeer thing and keep 6 potions at the ready but they are subject to a check when he gets hit (open to suggestions here for DC) and the rest are in a potions case that takes a full round action to access (see above). MY proposal for the DC to not break is = to 1/2 of the damage taken by the PC and limited to say 1d3 potions at a time (say his body and the case provide some protection). Also might allow the person's reflex mods or simply dex mods to the roll. (suggestions please)The potions get a bonus to thier rolls = to the caster level of the potion of course. Likewise the case and its contents should be subject to saves in certain situations (again help would be cool) like falling with say a base save of 13 (where 13 = DC for normal breakage in the DMG) (with a + to the roll = to the caster level like with items) and with a +2 to the DC for every 10 feet fallen. I don't see one falling 100 feet (or any distance) with a bag full of little glass vials and some or most of them not smashing to useless crap. I am aware of the rules for the destruction of items when they are hit with magical effects, i.e., fireballs and such but I find it hard to believe that in combat a persons potions in little 1 ounce glass vials are 100% safe from falling and normal concussion type damage. Please help me here...have game tonight...pointing me to existing rules would be cool but not necessary. A system of saves vs normal damage for little unprotacted glass vials (along with a system of modifiers to the saves fo said vials for additional protactive measures, i.e. padding and thier delay effects for access) is what I'm after. Thanks all. [/QUOTE]
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