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General Tabletop Discussion
*Dungeons & Dragons
Taking a healing potion as a bonus action?
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<blockquote data-quote="tetrasodium" data-source="post: 8762593" data-attributes="member: 93670"><p>I've tried it and find it extremely unsatisfying. Changing the associated action doesn't ause players to be more likely to use potions.. Making potions better so the d4 is replaced with whatever die size hit die the used has doesn't either. Not even aking potions only semi-consimable with a potion flask & mechanic that makes the flask only lose capacity sometimes* changes that. </p><p></p><p>The reason none of those things change anything is because the system is built to thwart their proactive use by making it sub optimized in nearly all cases. When a player is reduced to zero or beyond all of the excess damage simply goes away with a single point of healing & it does not really matter how much extra damage there is outside of a very narrow level band where potions are still very expensive. It does not matter how available you make potions how good they are or how easy it is to use them in combat because of that design choice of 5e. The rules for 5e have too much risk motivation with death saves & too good of a reason to not use potions early for these sort of usability changes to matter if the goal is anything other than further insulating the PCs from risk when they dance on a knife's edge balanced between "perfectly fine" and "almost certainly perfectly fine before my turn comes back up"</p><p></p><p>* your flask has a die dize (ie d4/d6/d8). When you use it roll that die. If you get anything but a one there is no change to the flask. If you ger a one then the die drops one step d8>d6>d4>1>empty. Sounds cool but the foundation it builds off of is unsuitable for building on.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 8762593, member: 93670"] I've tried it and find it extremely unsatisfying. Changing the associated action doesn't ause players to be more likely to use potions.. Making potions better so the d4 is replaced with whatever die size hit die the used has doesn't either. Not even aking potions only semi-consimable with a potion flask & mechanic that makes the flask only lose capacity sometimes* changes that. The reason none of those things change anything is because the system is built to thwart their proactive use by making it sub optimized in nearly all cases. When a player is reduced to zero or beyond all of the excess damage simply goes away with a single point of healing & it does not really matter how much extra damage there is outside of a very narrow level band where potions are still very expensive. It does not matter how available you make potions how good they are or how easy it is to use them in combat because of that design choice of 5e. The rules for 5e have too much risk motivation with death saves & too good of a reason to not use potions early for these sort of usability changes to matter if the goal is anything other than further insulating the PCs from risk when they dance on a knife's edge balanced between "perfectly fine" and "almost certainly perfectly fine before my turn comes back up" * your flask has a die dize (ie d4/d6/d8). When you use it roll that die. If you get anything but a one there is no change to the flask. If you ger a one then the die drops one step d8>d6>d4>1>empty. Sounds cool but the foundation it builds off of is unsuitable for building on. [/QUOTE]
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Taking a healing potion as a bonus action?
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