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<blockquote data-quote="AbdulAlhazred" data-source="post: 5517703" data-attributes="member: 82106"><p>Hmmm, isn't this just saying there was an optimum way to play 3.5? (I'd say 'earlier editions', but even potion/scroll construction in AD&D was prohibitively expensive and time-consuming, and only available at moderately higher levels, wands of CLW didn't exist in AD&D). I mean unless there was some meaningful trade-off this was just an example of the players understanding the optimum way to play, and the DM would have to account for that, etc. I don't think you really CAN put that kind of control in the hands of the players because 'being tougher' will always be more optimum and the DM will always have to account for it in his planning.</p><p></p><p></p><p></p><p>Which actually WAS what the 4e devs aimed for with the Healing Potion. It is a level 4 item (so shows up at basically level 1 and up). It heals 10 hit points for a surge, which is better than the surge value of ANY level 1 PC, and better than the surge value of the lower hit point PCs even up into higher heroic. Its utility naturally gets weaker as the PCs surge values exceed 10. The only flaw I see in the design of 4e healing potions is that they only exist at 3 tiers, thus many of the higher hit point PCs run into blocks of levels where the next tier potion is not available yet, but the previous tier one is almost useless. This could easily be fixed by simply having a potion with an arbitrary level and heals something like 2 hp/potion level (that would I think work OK, 10 HP at level 5, 30 at level 15, 50 at level 25, so a level 10 version doing 20 HP healing is good). </p><p></p><p>I think that would fix healing potions in the way you'd like. A character can spend a reasonable amount of money on level appropriate potions at any level if they want. A party lacking a leader can then achieve decent healing. Drop them a few over-level potions and they have a way to really ramp up in a tight situation too. Personally I think leader healing is more thematic and lack of potion options doesn't really bother me that much.</p><p></p><p>As for other non-healing potions, there are some which are actually exceedingly effective. There are others that are meh. Same with ammo, whetstones, etc.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5517703, member: 82106"] Hmmm, isn't this just saying there was an optimum way to play 3.5? (I'd say 'earlier editions', but even potion/scroll construction in AD&D was prohibitively expensive and time-consuming, and only available at moderately higher levels, wands of CLW didn't exist in AD&D). I mean unless there was some meaningful trade-off this was just an example of the players understanding the optimum way to play, and the DM would have to account for that, etc. I don't think you really CAN put that kind of control in the hands of the players because 'being tougher' will always be more optimum and the DM will always have to account for it in his planning. Which actually WAS what the 4e devs aimed for with the Healing Potion. It is a level 4 item (so shows up at basically level 1 and up). It heals 10 hit points for a surge, which is better than the surge value of ANY level 1 PC, and better than the surge value of the lower hit point PCs even up into higher heroic. Its utility naturally gets weaker as the PCs surge values exceed 10. The only flaw I see in the design of 4e healing potions is that they only exist at 3 tiers, thus many of the higher hit point PCs run into blocks of levels where the next tier potion is not available yet, but the previous tier one is almost useless. This could easily be fixed by simply having a potion with an arbitrary level and heals something like 2 hp/potion level (that would I think work OK, 10 HP at level 5, 30 at level 15, 50 at level 25, so a level 10 version doing 20 HP healing is good). I think that would fix healing potions in the way you'd like. A character can spend a reasonable amount of money on level appropriate potions at any level if they want. A party lacking a leader can then achieve decent healing. Drop them a few over-level potions and they have a way to really ramp up in a tight situation too. Personally I think leader healing is more thematic and lack of potion options doesn't really bother me that much. As for other non-healing potions, there are some which are actually exceedingly effective. There are others that are meh. Same with ammo, whetstones, etc. [/QUOTE]
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