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Potions of Resistance - bad for the game?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 4978774" data-attributes="member: 82106"><p>It's an issue all right. The simple example is a bunch of epic level characters. They can basically have infinity heroic tier resistance potions. Even counting the cost of the Bag of Holding for every character so they can lug them around there's NO reason why they wouldn't simply have 10 of every sort of heroic tier potion and probably 10 of every paragon tier one to boot. Even at epic resist 5 is nothing to sneeze at and its virtually assured you're going to save more HP that way than your surge value in any kind of reasonably threatening encounter involving typed damage.</p><p></p><p>The action cost is a bit of a different matter, but still pretty low. Between that and the surge the PCs probably won't guzzle one every single encounter, and maybe not even in cases where it might be marginally useful, but they sure will do it pretty often. Once they swill that thing down its going to make a major difference in the damage they take too. </p><p></p><p>Overall it may not be quite as dire an issue as it is sometimes made out to be, but it is potentially significant and can force the DM to constrain his encounter design options in a group that works it to the hilt. </p><p></p><p>I'm not so sure about potions relative to powers. Resistance granting powers are IIRC pretty much all dailies. When they hit the table they'll make a big difference in all likelyhood, but at least they aren't available potentially in every encounter.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 4978774, member: 82106"] It's an issue all right. The simple example is a bunch of epic level characters. They can basically have infinity heroic tier resistance potions. Even counting the cost of the Bag of Holding for every character so they can lug them around there's NO reason why they wouldn't simply have 10 of every sort of heroic tier potion and probably 10 of every paragon tier one to boot. Even at epic resist 5 is nothing to sneeze at and its virtually assured you're going to save more HP that way than your surge value in any kind of reasonably threatening encounter involving typed damage. The action cost is a bit of a different matter, but still pretty low. Between that and the surge the PCs probably won't guzzle one every single encounter, and maybe not even in cases where it might be marginally useful, but they sure will do it pretty often. Once they swill that thing down its going to make a major difference in the damage they take too. Overall it may not be quite as dire an issue as it is sometimes made out to be, but it is potentially significant and can force the DM to constrain his encounter design options in a group that works it to the hilt. I'm not so sure about potions relative to powers. Resistance granting powers are IIRC pretty much all dailies. When they hit the table they'll make a big difference in all likelyhood, but at least they aren't available potentially in every encounter. [/QUOTE]
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Potions of Resistance - bad for the game?
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