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<blockquote data-quote="paradox42" data-source="post: 4923993" data-attributes="member: 29746"><p>On this topic, I'd like to state that I personally was always rubbed the wrong way by the notion that Quintessence (or QP for short, as my players like to say) never regenerates. This is probably because the old Primal Order system, which was the best option for PC godhood in D&D before UK came along, postulated that godhood came from 'Primal Energy' which has both a temporary component and a permanent one. For most divine effects, such as answering prayers or (in IH parlance) powering one's own daily Wishes, one spends the temporary Primal. Only the really important stuff like creating avatars, new races, or whole planes of existence, require you to spend permanent Primal.</p><p></p><p>So coming from that system, I had always expected to find that QP would have some sort of regenerative component, and the discovery that in UK's view it didn't, was rather jarring. For 4E, I'd suggest starting with the notion of regenerative Quintessence and seeing where that takes you.</p><p></p><p>On the topic of Power Potions, I'll say this: long before the IH came along, I found myself with a need to define rules for creating major artifacts in-game, and specifically coming up with a method for PCs to craft items with powers based on EPIC spells rather than just the first 9 levels as the base rules do. So for my game, the fact that UK gave us Epic spell seeds (complete with DCs) that happen to grant godhood, means that I already have rules in place to allow creation of potions or other items that duplicate those effects. If you like, I'll share the Craft Major Artifact rules here in the forum so other Dms can try them out. They've worked well for my game, but as many of you know, my game skews toward the high end of the power curve anyway.</p></blockquote><p></p>
[QUOTE="paradox42, post: 4923993, member: 29746"] On this topic, I'd like to state that I personally was always rubbed the wrong way by the notion that Quintessence (or QP for short, as my players like to say) never regenerates. This is probably because the old Primal Order system, which was the best option for PC godhood in D&D before UK came along, postulated that godhood came from 'Primal Energy' which has both a temporary component and a permanent one. For most divine effects, such as answering prayers or (in IH parlance) powering one's own daily Wishes, one spends the temporary Primal. Only the really important stuff like creating avatars, new races, or whole planes of existence, require you to spend permanent Primal. So coming from that system, I had always expected to find that QP would have some sort of regenerative component, and the discovery that in UK's view it didn't, was rather jarring. For 4E, I'd suggest starting with the notion of regenerative Quintessence and seeing where that takes you. On the topic of Power Potions, I'll say this: long before the IH came along, I found myself with a need to define rules for creating major artifacts in-game, and specifically coming up with a method for PCs to craft items with powers based on EPIC spells rather than just the first 9 levels as the base rules do. So for my game, the fact that UK gave us Epic spell seeds (complete with DCs) that happen to grant godhood, means that I already have rules in place to allow creation of potions or other items that duplicate those effects. If you like, I'll share the Craft Major Artifact rules here in the forum so other Dms can try them out. They've worked well for my game, but as many of you know, my game skews toward the high end of the power curve anyway. [/QUOTE]
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