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General Tabletop Discussion
*Dungeons & Dragons
Potions of Healing (and other common magical items)
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<blockquote data-quote="Joe Liker" data-source="post: 6467166" data-attributes="member: 6777505"><p>I don't think realism or careful scrutiny of the rules will do anyone any favors when it comes to common healing potions. I prefer to take a more practical approach.</p><p></p><p><strong>Does the party need to be able to purchase them?</strong></p><p style="margin-left: 20px">In many cases, the answer is yes, especially if there isn't much magical healing in the party.</p><p></p><p><strong>How many should they reasonably be allowed to purchase?</strong></p><p style="margin-left: 20px">I think a maximum inventory of two per party member is about right, or three if they find some as loot. This may vary according to the needs of the party.</p><p></p><p><strong>How quickly should the herbalist be able to restock his supply?</strong></p><p style="margin-left: 20px">This depends on how often the adventurers offer to help him gather ingredients. I have no problem ruling that a professional, non-adventuring herbalist can make an enormous batch (dozens of doses) in one day, given enough ingredients.</p><p></p><p>Basically, my philosophy is that if the players are not abusing the privilege, there is no reason to wreck everyone's fun by denying them healing potions. It's not a terribly efficient use of an action in combat (or of gold outside of combat), so they probably aren't going to go overboard in any case.</p><p></p><p>One exception might be, for a party that relies on purchased healing potions, maybe the supply does start to dwindle for mysterious reasons -- or obvious natural ones, such as herbs becoming harder to find. That could make an interesting plot hook.</p></blockquote><p></p>
[QUOTE="Joe Liker, post: 6467166, member: 6777505"] I don't think realism or careful scrutiny of the rules will do anyone any favors when it comes to common healing potions. I prefer to take a more practical approach. [B]Does the party need to be able to purchase them?[/B] [INDENT]In many cases, the answer is yes, especially if there isn't much magical healing in the party.[/INDENT] [B]How many should they reasonably be allowed to purchase?[/B] [INDENT]I think a maximum inventory of two per party member is about right, or three if they find some as loot. This may vary according to the needs of the party.[/INDENT] [B]How quickly should the herbalist be able to restock his supply?[/B] [INDENT]This depends on how often the adventurers offer to help him gather ingredients. I have no problem ruling that a professional, non-adventuring herbalist can make an enormous batch (dozens of doses) in one day, given enough ingredients.[/INDENT] Basically, my philosophy is that if the players are not abusing the privilege, there is no reason to wreck everyone's fun by denying them healing potions. It's not a terribly efficient use of an action in combat (or of gold outside of combat), so they probably aren't going to go overboard in any case. One exception might be, for a party that relies on purchased healing potions, maybe the supply does start to dwindle for mysterious reasons -- or obvious natural ones, such as herbs becoming harder to find. That could make an interesting plot hook. [/QUOTE]
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