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Purple Dragon Knight = Warlord?
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<blockquote data-quote="Tony Vargas" data-source="post: 6754555" data-attributes="member: 996"><p>There's really three contexts, I'm A Banana & I were talking about. There's all-martial parities, which, in a high-magic world, could certainly avail themselves of healing potions. Then there's low-magic campaigns where healing potions might be quite rare. And, finally, there's no-magic campaigns where magical healing potions wouldn't exist, but their mechanics might be re-skinned as potent drugs of various sorts and levels of availability - non-magical, but capable of giving you some hps, while not actually closing wounds or anything overtly supernatural.</p><p></p><p>Regardless, you can't really depend on a single magic item, technically magical or not, to enable a whole playstyle or set of playstyles to which it may or may not be appropriate. At best, administering a healing potion is a second-string in-combat support option, one that's expensive in terms of both not-necessarily-renewable resources and action economy for relatively small benefit - better than merely stabilizing a fallen ally, but that's about it. </p><p></p><p>Not that RaW is all that significant in 5e, but it is convenient to be able to use a concept seamlessly without resorting to actual rule changes, 're-skinning' a potion as a non-magical medieval drug cocktail is only a small rules tweak (so your potion works in an anti-magic shell, not likely to come up often) to achieve a fairly significant narrative difference (any 'wounds' can merely be ignored rather than vanishing), while making any wounds narratively much more serious would require more substantial rule modifications (like the natural healing modules in the DMG, or introducing wound penalties or the like).</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6754555, member: 996"] There's really three contexts, I'm A Banana & I were talking about. There's all-martial parities, which, in a high-magic world, could certainly avail themselves of healing potions. Then there's low-magic campaigns where healing potions might be quite rare. And, finally, there's no-magic campaigns where magical healing potions wouldn't exist, but their mechanics might be re-skinned as potent drugs of various sorts and levels of availability - non-magical, but capable of giving you some hps, while not actually closing wounds or anything overtly supernatural. Regardless, you can't really depend on a single magic item, technically magical or not, to enable a whole playstyle or set of playstyles to which it may or may not be appropriate. At best, administering a healing potion is a second-string in-combat support option, one that's expensive in terms of both not-necessarily-renewable resources and action economy for relatively small benefit - better than merely stabilizing a fallen ally, but that's about it. Not that RaW is all that significant in 5e, but it is convenient to be able to use a concept seamlessly without resorting to actual rule changes, 're-skinning' a potion as a non-magical medieval drug cocktail is only a small rules tweak (so your potion works in an anti-magic shell, not likely to come up often) to achieve a fairly significant narrative difference (any 'wounds' can merely be ignored rather than vanishing), while making any wounds narratively much more serious would require more substantial rule modifications (like the natural healing modules in the DMG, or introducing wound penalties or the like). [/QUOTE]
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