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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?


Evil Monkey said:
Well, yes, of course. What I was meaning was that if, by some amazing series of lucky die rolls, you managed to get that far, the chance would be 99%.

I am no math whiz, so I have no idea what the probability of actually MAKING it to that 99th potion would be, but I'm sure you're better off trying one of the other ways to immortality before chugging that keg of longevity sitting in your wine cellar. :D

That's what I thought you meant, though it seemed that airwalkrr & ByronD were going the other way with it. I also got curious about the math and wanted to follow it through. :)

Thank you for the image of a keg of longevity ... :D
 

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Screw the potion of longevity, it was the Elixer of Life, if I recall correctly, that would reverse aging and didn't have a chance of backfiring.
 




Numion said:
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?
What's the point or being a lich or vampire? Near indestructability via a phylactery or gaseous form/coffin? Undead immunities and d12 HD? Damage Reduction? Energy Resistances? Ability score increases? Immortality is one of the big advantages of being undead, but along with living forever is an awful lot of raw power. The sort of person who would become the sort of abomination of a vampire or lich to avoid death would also be likely to be very attracted to the raw power it provides.

As for Potions of Longevity, I think they should be back, but only as a Minor Artifact. It's one of those magic items that is part of the D&D legacy, and a staple of fantasy, that belongs in D&D.

If you make them producable at will however, then you have to account for that in the campaign world. Wealthy high-level heroes (and villains) will be very long lived without need for strange templates. Kings and Emperors will live for centuries (or until assassinated) and reigns can last for centuries, instead of years or decades.

If they are a minor artifact, the sort of thing you need to quest for, or only find by sheer chance, then they become priceless ways for the vain to stay young, those who truly fear death to pay well to avoid it, and creates all kinds of plot opportunities.
 

I'm actually fine with the longevity magic being gone. I dislike the implications if the only mildly evil King Roederik decides to bleed his kingdom on life extensions. It would only take 3-4 generations before every kingdom is ruled by semi-immortal beings.

The ELH has an epic feat that extends one's lifespan and that is a far better choice IMO. It lets the human, who's been exposed to more magical forces than imaginable, stay hale and hearty far longer than anyone would expect and lets the longer-lived demihumans become those mythical semi-immortals.

I can see a handful of epic, life-extending magic items out there that add a few more years of good health but nothing on the order of the old potions/elixers. In all honesty, the ability of a king to have casters cure diseases, heal wounds, and provide stat-buff items so they don't become totally feeble and decrepit will likely extend their enjoyable lifespan by a large margin anyway.
 



wingsandsword said:
What's the point or being a lich or vampire? Near indestructability via a phylactery or gaseous form/coffin? Undead immunities and d12 HD? Damage Reduction? Energy Resistances? Ability score increases? Immortality is one of the big advantages of being undead, but along with living forever is an awful lot of raw power.

From a mechanical standpoint, absolutely true.

But I think many books and film (and for that matter, more flavorful game products) paint a picture of what it's like to not truly be alive. Pirates of the Carribean being a recent example.
 

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