Sword of Spirit
Legend
Our game is 2014, but I have reviewed the 2024 PHB and DMG and selected some things as inspiration for house rules. Mostly individual elements, like upgrading the damage to a particular spell, or adding a weaker version of an extra clasd feature. In general, the core of our game, house rules aside, is solidly 2014.
My immediate reaction to the idea of potions as a bonus action wasn't terribly positive. I'm just imagining a potion of healing Camelback added to game that's already easy mode and wondering why I would want that.
But then I started thinking. Our group doesn't like to spend consumable resources. Part of that is because you often end up with the situation where something is too good to waste right until it crosses the line to too weak to bother. There isn't much in the way of the right time to use a consumable. And I was thinking that a not insignificant part of that in D&D is due to the action economy. Giving up a turn to drink that potion of hill giant strength is rarely going to be worth the gains unless the fight goes for a lot of rounds. So if you didn't think of it before combat started, and have the opportunity, you aren't likely to use it. In other words, potions are either something you drink before you start an ambush that you think will be a tough fight, or an out of combat healing solution when you are in fire straights and out of your healing class features that you get back for free after a long rest.
But...if you have it that potion of hill giant strength in a convenient little sleeve on your belt, then when you find yourself in an unplanned tight situation, you might easily decide that a bonus action is worth getting the boost for that fight.
Plus, as a fun bonus, there's a chance the Potion Miscability table might come up occasionally.
So, for those with experience both ways, what do you think. Do potions as a bonus action get used more in fun ways, or is it just healing Camelback that makes the game easier?
My immediate reaction to the idea of potions as a bonus action wasn't terribly positive. I'm just imagining a potion of healing Camelback added to game that's already easy mode and wondering why I would want that.
But then I started thinking. Our group doesn't like to spend consumable resources. Part of that is because you often end up with the situation where something is too good to waste right until it crosses the line to too weak to bother. There isn't much in the way of the right time to use a consumable. And I was thinking that a not insignificant part of that in D&D is due to the action economy. Giving up a turn to drink that potion of hill giant strength is rarely going to be worth the gains unless the fight goes for a lot of rounds. So if you didn't think of it before combat started, and have the opportunity, you aren't likely to use it. In other words, potions are either something you drink before you start an ambush that you think will be a tough fight, or an out of combat healing solution when you are in fire straights and out of your healing class features that you get back for free after a long rest.
But...if you have it that potion of hill giant strength in a convenient little sleeve on your belt, then when you find yourself in an unplanned tight situation, you might easily decide that a bonus action is worth getting the boost for that fight.
Plus, as a fun bonus, there's a chance the Potion Miscability table might come up occasionally.
So, for those with experience both ways, what do you think. Do potions as a bonus action get used more in fun ways, or is it just healing Camelback that makes the game easier?