reevaluating potions of resistance

So, I'd be cool with a 1/enc interrupt to become immune to an energy for an attack. I'd be cool with a drink the potion and become immune for a round.

I guess I'd be more cool if the resistance potion was like 2 per tier, instead of 5. It'd make it more specialized given the surge cost, while still allowing almost all attacks to deal _some_ damage - worth it in a fight against chillborn, for instance, but not necessarily worth it in a fight against every single dragon.
 

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AbdulAlhazred: So we agree the "Shield" potions are not worth your while then, even if they can't be said to be "worthless"?

What do you think about my modified versions? I believe lots of players won't be bothered about taking a dozen points of damage or two, but they might very well become interested in a potion that just might save you from going blind or be stunned, for example.


Keterys: Perhaps a simpler idea that still gets the message across is to say that potions don't work against ongoing damage.

As much as I believe being able to reduce ten attacks by 5 points each (and save 50 hp) for 40 gp is overpowered, what really is broken is how this same potion utterly neutralizes ongoing 5 damage. A damage rating given to even Paragon monsters: WotC's right hand clearly believes an ongoing rate of 5 is powerful even if the left hand provides us with a complete antidote for no money at all.

Your solution also accomplishes this, of course. I just think that an effect that saves two measly points of damage will simply be discarded by groups - especially those new to the game, when it isn't apparent how powerful something simple like resist 5 really is.
 

Well, the problem is both auras and ongoing damage. But, sure, different groups can do different amounts. Nerf whatever makes you comfortable - whether that's stacking between different potion types or reducing or removing some. Your fix looks highly specialized, but something someone might take in certain fights yep.

I just don't have resistance potions in my games and it makes me more happy :)
 

What I'm considering is simply having damage resistance count as half strength versus ongoing, aura, and similar damage sources. I'm not sure - I do want to reward players who make a point of coming prepared, I just don't want it to trivialize encounters either.
 

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