Cap'n Kobold
Hero
If you don't want to allow automatic identification of potions, you could allow a check using an Alchemist's kit. Or require an Identify spell to be used for each potion.
Two ways to speed this up. Sealed envelope with potion id in. OR. Jasper mark down potion 6 room 26 in Tomb of Despair on your pc sheet.This is not the real world, it's the D&D world and there you can tell a potion's effect by tasting it, apparently. And this is also the best way to play, because having tons of unidentified items is not only less fun but also a lot of trouble for the DM because he needs to keep track of all those items and somehow need to communicate with the player what item is what.
PC: "I want to drink this potion I found earlier."
DM: "Uh, which one?"
PC: "The first unidentified potion in my inventory."
DM: "Where did you find it again?"
PC: "Not sure, I think it was in that cave."
DM: "Okay, let me read through that cave section quick and see if you could have found a potion there..."
Also potions of healing don't need to be identified because they are listed under adventuring gear and consequently don't count as magic items.
My group always makes a funny scene out of identifying potions because it's all like "You taste it!" "No, you!"
"It smells like strawberries (healing)..."
"At the end of the rest, the character learns the item's properties, as well as how to use them. Potions are an exception; a little taste is enough to tell the taster what the potion does." - DMG Pg. 136
So my group is currently inside a Wizard's house looting the place. The wizard is dead, but potions were his specialty so there are numerous potions to be found.
My question is, what is the best way for me to let the group find out what each potion does? Just roll checks for every one or make them take them into a town and pay a mage to find out what they are?