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Potions, Medicine, Special Materials & more...
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<blockquote data-quote="CapnZapp" data-source="post: 8073497" data-attributes="member: 12731"><p>I wouldn't call this "extensive". It only affects a tiny slice of the game, after all.</p><p></p><p>I made the observation my players never purchased healing potions, and nearly never drinks any. Why is that, I asked myself.</p><p></p><p>I then made the observations:</p><ul> <li data-xf-list-type="ul">Pathfinder 2 heroes get many more hit points than older editions of the D&D game, yet the healing power of potions remain much the same</li> <li data-xf-list-type="ul">Pathfinder 2 uses a three-action system, which makes potion usage <em>much</em> more expensive than in a simpler action-move system</li> </ul><p></p><p>Couple that with very effective combat medics (the two-action Heal spell) <strong>and</strong> very effective out of combat medics (the Treat Wounds activity) <strong>and</strong> very expensive consumables (only four consumables to one permanent item), and you should see how Healing Potions have been thoroughly obsoleted.</p><p></p><p>I suspect that each of these changes were individually made in good faith for the best of intentions. I am not at all convinced the playtest gave enough time to assess the overall impact of all these changes combined.</p><p></p><p>I have tried to mitigate these issues (and a few others) in as simple and direct way I was able. If we stick to Healing Potions, I gave them a <strong>much</strong> more attractive price/performance ratio, both measured in gold and especially in actions (which is what the warriors that most often feel the need to replenish hit points care about).</p><p></p><p>For instance, a Moderate Healing Power previously healed 3d8+10 hit points, or nearly <strong>2 gp per hp</strong> healed. Now you gain 60 hp which is less than <strong>1/2 gp per hp</strong> gained (you get two potions for your fifty gold). But while gold is important, actions are way more important. 25 hp just isn't a large amount of healing for a level 6 character, and certainly not worth the massive action expenditure. If we generously assume the warrior "only" needs three actions to drink his potion and get back to fighting, that's <strong>8 hp healed per action</strong> (23,5/3). Contrast this to my rebalanced potion (coupled with the Potion Bandoleer) which grants <strong>30 hp healed per action</strong> (60/2).</p><p></p><p>This should make it <em>much</em> more feasible to not having a character spending all her spell slots on in-combat heals.</p><p></p><p>It also offers nice little way-of-life improvements such as no longer having to remember which potion heals what (it's always 10 times the item level), no longer have to roll dice to heal up (it's always a static value; one that is evenly divisible by 10 for simple counting), and no longer having to switch to an alternate attack routine after having drunk your potion. (No need to change what hand holds what)</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 8073497, member: 12731"] I wouldn't call this "extensive". It only affects a tiny slice of the game, after all. I made the observation my players never purchased healing potions, and nearly never drinks any. Why is that, I asked myself. I then made the observations: [LIST] [*]Pathfinder 2 heroes get many more hit points than older editions of the D&D game, yet the healing power of potions remain much the same [*]Pathfinder 2 uses a three-action system, which makes potion usage [I]much[/I] more expensive than in a simpler action-move system [/LIST] Couple that with very effective combat medics (the two-action Heal spell) [B]and[/B] very effective out of combat medics (the Treat Wounds activity) [B]and[/B] very expensive consumables (only four consumables to one permanent item), and you should see how Healing Potions have been thoroughly obsoleted. I suspect that each of these changes were individually made in good faith for the best of intentions. I am not at all convinced the playtest gave enough time to assess the overall impact of all these changes combined. I have tried to mitigate these issues (and a few others) in as simple and direct way I was able. If we stick to Healing Potions, I gave them a [B]much[/B] more attractive price/performance ratio, both measured in gold and especially in actions (which is what the warriors that most often feel the need to replenish hit points care about). For instance, a Moderate Healing Power previously healed 3d8+10 hit points, or nearly [B]2 gp per hp[/B] healed. Now you gain 60 hp which is less than [B]1/2 gp per hp[/B] gained (you get two potions for your fifty gold). But while gold is important, actions are way more important. 25 hp just isn't a large amount of healing for a level 6 character, and certainly not worth the massive action expenditure. If we generously assume the warrior "only" needs three actions to drink his potion and get back to fighting, that's [B]8 hp healed per action[/B] (23,5/3). Contrast this to my rebalanced potion (coupled with the Potion Bandoleer) which grants [B]30 hp healed per action[/B] (60/2). This should make it [I]much[/I] more feasible to not having a character spending all her spell slots on in-combat heals. It also offers nice little way-of-life improvements such as no longer having to remember which potion heals what (it's always 10 times the item level), no longer have to roll dice to heal up (it's always a static value; one that is evenly divisible by 10 for simple counting), and no longer having to switch to an alternate attack routine after having drunk your potion. (No need to change what hand holds what) [/QUOTE]
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