Plane Sailing
Astral Admin - Mwahahaha!
Huh. I just learned that I might have to be out at Pixar on the day we're going to game next week. Talk about mixed feelings!
You have such a rubbish job, don't you!
Huh. I just learned that I might have to be out at Pixar on the day we're going to game next week. Talk about mixed feelings!
See, I'm exactly the opposite. Gibberish, hard-to-remember names feel artificial to me; period names, well, seem to fit the period. The names (and doctoral title) of the PCs may be real-world, but they're not exclusively modern. (Well, except for "Strontium".so why did the players choose what appear to be real world/non-fantasy names? For me at least they break the verisimilitude
Two comments here from one of the players:I don't mind beefing up the healing potions
On to the actual question. I appears that healing potions are designed so that at a given tier they become less and less effective, since they use up a healing surge but only restore a fixed amount of hp.
I think this is quite a good design for 4e - it means that people can rely more upon powers and less on items (which become less and less effective as you advance up the tier).
I think that a better solution would be to place in the various treasure parcels some of the magic items which allow healing surges to be used (or heal as if a healing surge is used). These will fit better within the daily/encounter paradigm than potions which could just be chugged.
e.g. items:
Dwarven Armour
Exalted Armour
tombforged armour
hydra armour
trollskin armour
Belt of Sacrifice
and you could easily make up some more yourself - items which have a daily power that can be used to trigger a healing surge (or regeneration).
Of course, anyone choosing to multiclass into warlord or cleric would be a helpful move too
Cheers
Such items would provide a little help, but the default armors tend not to solve the problem of an unconscious PC. When you're unconscious, you don't have the actions to necessary to spend the healing surge.
You know, I'm honestly not sure I'll need to. I want to shoot for a level every 5-6 games, which is twice as fast as my last campaign. We game from 7pm to 10pm, minus some time for food, so that's about two encounters per game when you include roleplaying. I suspect that even if I didn't change advancement, we'd still level at the speed recommended in the DMG.
I probably won't track xp, though. I'm more likely to just level people after an adventure every 5-6 games.
The wiki can be found here, and is in the process of being updated: piratecat wiki
I'm curious as to why you think that. If I'm remembering correctly (and I may not be -- I don't have the books handy), the lowest level healing potion in the PH heals 10 hit points, typically costing a minor action and a move action(?) to draw.Hopefully, those are some very high level healing potions, or consist of a variant formula that the Grey Guards concocted, because the regular healing potion available to the rank and file recruits are very, very poor quality, and don't heal much at all...