Swallow a potion as a free action

Vahktang

First Post
Looking over the rules, they're an ounce now.
(Back when I was a kid, they were like 8 oz, and one of my GM's had us chug a soda when ever we drank a potion in combat.)
So, swig a cure potion at the start of the fight, and, when needed, swallow.
Most GM's would consider this swallowing a free action.
Sure it keeps you from talking during that combat, but it should work well.

If you don't drink it, dribble it back into the container for later use.
Sure, that may be a little disgusting, but only a little.

Any thoughts?

More later,

Vahktang
 

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It may seem like it should work in real life, but in terms of game balance, it would be a mistake. It is something you'd see in a D&D novel, but I don't think it should be in the game. Potions need to be standard actions when use them, not a standard action in advance and a free action upon use.

If you need to explain why it wouldn't work, perhaps the magic does not require digestion to work. Just an introduction to any portion of the inside of the body. This would allow people to use potions by pouring them in their ear (for those Hamlet fans out there).
 

Well, since it's magic we're dealing with, it may not be the act of swallowing the potion that triggers it. Putting it in your mouth might be sufficient to cause the magic to trigger, even if you spit it out. And that's what I'd say if I was your GM.

In any case, fighting with a mouth full of liquid is probably difficult. Fort saves, DC in the range of 10-15, each time you get hit to avoid losing it, or something similar.
 



jgsugden said:
If you need to explain why it wouldn't work, perhaps the magic does not require digestion to work. Just an introduction to any portion of the inside of the body. This would allow people to use potions by pouring them in their ear (for those Hamlet fans out there).

I agree with this idea. Forgive the analogy, but if you held a shot of rum (or other strong alcohol) in your mouth for a bit you can feel it starting to take effect locally. IMC, I treat magic kinda like a fast-acting alcohol. Oh, and potions range in amounts IMC too, so no matter how much it's gonna be a standard action.
 

I must agree with everyone else here. It isn't even a function of working or not it is simply an odd attempt to break balance. This reminds me of half the things I tried to do in 2e (and most of the reason why 2e was fun... :p ). The given explanations people have offered all work well, but I still don't see why this question even arose? Did a player try this? Did you want to allow this?
 

What they all said.

It wrecks balance, and also you don't want to keep a shot of an expensive liquid in your mouth during combat. One strike, one cry of pain, and you drooled on your armor in a very expensive way.

But you could place it in a pill. The famous cyanide capsule from countless movie spies. You just have to find a way to balance that properly. (the answer is, of course, money)
 

I designed a "Chug" and "Improved Chug" feat chain a while back that would let you drink a potion as a move equivalent or free action. Probably longe since pruned from the boards.

Also useful for the dwarven beserker who doesn't want to spill the beer in his mug before he slams it into your face... :)
 

I'd sy to allow it. We used to do similar things with herbs back in Rolemaster days.

A couple fo things to keep in mind:

1) you can't talk while using this tactic. If someone with a potion in their mouth in game talks out of game (except for OOC chatter) they immediately lose their potion.

2) It ruins the potion in question. This point was more applicable to herbs, but should be ported over to potions for game baance purposes. It can easily be rationlized: a bit dribbles down your throat, some misses he container on returning, and the remainder just isn't effectual.

3) Getting hit and keeping liqui in your mouth is difficult at best. I'd say a fortitude save equal to the damage dealt (or 5 + damage dealt) every time you're hit or you lose the potion.

For pills: If you price the potion as a quickned spell, you find yourself with a nicely balanced price for a one shot item that is a free action to activate. Make them require both craft potion and craft wondrous item to activate and you're all set.

The benefit between pills and held potions would be that pills aren't ruined and can still be talked around (maybe making the player talk with a tic tac under his tongue for humor purposes.) :)
 

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