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Potions of Resistance - bad for the game?
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<blockquote data-quote="Mesh Hong" data-source="post: 4979740" data-attributes="member: 73463"><p>Is it really? HPs are still a tally, Temporary HPs are an additional tally, resistance would work quite nicely as another one.</p><p> </p><p>The more I think about it the more I think this could be a good solution.</p><p> </p><p>Potions as they are give resistance 5/10/15.</p><p> </p><p>What if instead they absorbed 20/40/60 damage before the resistance they offered had been used up, just like temporary HPs.</p><p> </p><p>This, to me, seems logical, quantifiable and reliable. No need to up the damage or hold back from using the element in question, the PC gets a tangible benefit that lasts a proportional duration dependant on the source. If anything it will actually add to the excitement of the encounter because it will add an additional expendable resource.</p><p> </p><p>As a DM I would favour this approach because it gives the PCs the edge they are looking for, but it doesn't last for the entire encounter, adding an element of tension.</p><p> </p><p>If you wanted to add further restrictions you could add that only one resistance potion can be consumed between short rests, or state that each additional drinking of a potion in an encounter only grants a cumulative half benefit (i.e. at epic 60, next one 30, next one 15, next one 7)</p><p> </p><p><em>Additional thought:</em></p><p>With this method you might want to allow for the potion of resistance to stack with any inherant resistance, which could be interesting, or you might rule that the potion removes normal resistance while active.</p></blockquote><p></p>
[QUOTE="Mesh Hong, post: 4979740, member: 73463"] Is it really? HPs are still a tally, Temporary HPs are an additional tally, resistance would work quite nicely as another one. The more I think about it the more I think this could be a good solution. Potions as they are give resistance 5/10/15. What if instead they absorbed 20/40/60 damage before the resistance they offered had been used up, just like temporary HPs. This, to me, seems logical, quantifiable and reliable. No need to up the damage or hold back from using the element in question, the PC gets a tangible benefit that lasts a proportional duration dependant on the source. If anything it will actually add to the excitement of the encounter because it will add an additional expendable resource. As a DM I would favour this approach because it gives the PCs the edge they are looking for, but it doesn't last for the entire encounter, adding an element of tension. If you wanted to add further restrictions you could add that only one resistance potion can be consumed between short rests, or state that each additional drinking of a potion in an encounter only grants a cumulative half benefit (i.e. at epic 60, next one 30, next one 15, next one 7) [I]Additional thought:[/I] With this method you might want to allow for the potion of resistance to stack with any inherant resistance, which could be interesting, or you might rule that the potion removes normal resistance while active. [/QUOTE]
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Potions of Resistance - bad for the game?
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