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Should potions of longevity be put back in the game?

Should potions of longevity (and other anti-aging magic) be put back in D&D?


If I was going to munchkinize a character (and believe me, I sure as hell munchkinize every one I run!), making my character old to start with would not be how I'd do it. Even if I was sure I'd be able to reduce my age soon, the physical stat penalties would not make it a safe gamble at all. -6 Str, Dex, and, Goddess help you, Con? No, I would not do that for a measely +3 on the mental stats.

I might do it for a specific character, as part of their character, but *never* for power. It stacks the odds way too far against you.
 

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Cyberzombie said:
I might do it for a specific character, as part of their character, but *never* for power. It stacks the odds way too far against you.
I think Old age; -3, -3, -3, +2, +2, +2 ain't too bad especially since odd mods are a little easier to hide.

-6, -6, -6, +3, +3, +3 is too costly.
 

Cyberzombie said:
I might do it for a specific character, as part of their character, but *never* for power. It stacks the odds way too far against you.
I totally agree. I'm certainly not powergaming... Every time a defensive item comes up in the loot, I pass on it. Why bother, when even the best bracers in the game will only give me an AC of 17? I guess that's metagaming, which is another issue entirely.

Plus, as I said, I've got 14hp. I can't remember the last time an opponent did less than 14 damage. I've been hit three times in the last 4 levels, and each time I've gone into negs even with the help of a ring of friend shielding. I need a flying carpet just to carry my gear and get into my own rope trick spell!

So yah, as presented, it's a suboptimal choice. Throw in 1e-style potions of longevity though (which could physically de-age you a decade, while leaving your mind the same) and... well, wow. My character is constantly looking for just such a thing, and I'm torn between whether I want my DM to actually provide it or not.

Also, from actual gameplay experience, playing a druid in the -3/+2 bracket felt very munchkinny. With wildshape and natural spell, -3 isn't that big of a deal.
 

I don't have a problem them existing, but I don't see a need for them to be in core D&D. I've never known a game to worry about it. Maybe its lazyness, but I've never bothered to do more than age PC's more than 1 year in a regualr campaign. I've certainly never had a campaign run long enough in game time to warrant the need for age-reducing magics.
 

Yes, they should. Potions of Longevity were an integral part of a long lasting campaign we still play occasionally, which has lasted about 90 years in game time. My character is 115 years old.

Games of ours that get interesting we just keep on playing and ignore how long they have been going. Or we sometimes switch characters, and then reintegrate them into the big plot once they hit the right levels.

We just put them back in.
 

I should remind people that potions of longevity in 1e had a 1% cumulative chance of undoing the effects of all previous potions of longevity. There was therefore, in fact, a limit to the number of potions of longevity one could consume. Theoretically, if one was extremely lucky (and I do mean extreme), one could consume 99 potions and enhance one's lifespan an average of 643.5 years. But the odds of that happening are infinitessimally small. In fact, if my calculations are correct, there is about a 43% chance that the effects will be reversed by the time you drink your 10th potion, so the potion is all but a surefire thing.
 

Cyberzombie said:
So I say, bring on the potions of longevity! What say y'all?

I say nay!

Immortality should require a heavy sacrifice: lichdom, vampirism, etc..

If you can pop longevity potions whats the point of becoming a lich?
 

airwalkrr said:
I should remind people that potions of longevity in 1e had a 1% cumulative chance of undoing the effects of all previous potions of longevity.
It is still there in second edition as well.

Also, even though it is an third party book, Relics & Rituals has the spells Pass The Years(6th level; Evocation; Ages target by 1d10 years) and the True Ritual Immortality.

Relics & Rituals II has the spells Slow The Years (5th level; Necromancy; Halves the natural aging of the target), Speed The Years (5th level; Necromancy; Double the natural aging of the target) and Stop The Years (7th level; Necromancy; Stops targets aging for 1d10 years.)
 
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Hey, if you want true immortality, go druid. So long as you never actually kick off due to old age, you simply get a buddy to cast reincarnate on you, and poof you have a young body for another lifetime.

I could see cabals of neutral and evil druids abusing this to no end.
 

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