D&D 5E (2014) Thoughts on bonus action potions?

I find it weird that apparently in a lot of people's games, the fights tend to just happen completely out of the blue with no time whatsoever to prepare. In my experience this is somewhat rare. PCs can gather information, the GM can telegraph things, and even failing that, the PCs could just see the enemies coming at them from some distance, giving them at least a turn to drink a potion if they so desired.
It's sounding like at some of these tables, things just happen to the party, and the players have to react. So I can see why they aren't going to be drinking potions of resistance beforehand, there is no beforehand. They just walk from one encounter to the next without having any idea of whatll be there.
 

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Then your experience is far different from what I've experienced over the decades with a wide variety of DMs.

Maybe 5-10% of fights we have any prep time at all, and that's generally knowing that a fight may happen in one minute or 20.

Unless we're sneaking up on the enemy prep time is rare.

How does this happen in practice? Like how are the enemies always right upon you ready to fight without forewarning?
 

Actual play example:

"As you walk through the dense forest, the air seems hushed, and the shadows cast by the ancient trees shrouds everything in gloom. You know only that something has been causing the loggers from the village of Tragidore to vanish without a trace, but you were able to glean very little clues from the women who had lost sons and husbands to whatever is responsible."

DM: "Hey, what's everyone's passive Perception? Hm, ok. You're all surprised by a group of shadowy humanoid figures. Roll initiative."
 

How does this happen in practice? Like how are the enemies always right upon you ready to fight without forewarning?

You're in the city, hear a cry for help. In the woods with limited line of sight, you and the enemy spot each other at the same time. You're infiltrating a house, being careful, checking for traps and secret doors when an enemy walks around the corner. You approach the cave, not knowing what's inside and find out that what's inside is really hungry.

I could go on. All I can say is that over decades with dozens of different DMs, we rarely have any guarantee down to the minute when the next encounter is going to happen.
 

You're in the city, hear a cry for help.

Right next to you?

In the woods with limited line of sight, you and the enemy spot each other at the same time.

What a coincidence! One might imagine that a person with better perception would spot the other first!

You're infiltrating a house, being careful, checking for traps and secret doors when an enemy walks around the corner.

You are being careful, yet you do not hear anyone coming? And you went to a dangerous place, yet did not drink your potion beforehand?

You approach the cave, not knowing what's inside and find out that what's inside is really hungry.

Listen, look for animal dropping, tracks etc. Perhaps even send the character with best stealth to scout.

I could go on. All I can say is that over decades with dozens of different DMs, we rarely have any guarantee down to the minute when the next encounter is going to happen.

I am not talking about guarantees. But often there reasonably is some forewarning unless the PCs are being intentionally obtuse and/or the GM just has the enemies effectively teleport next to the PCs. And most buff potions last for an hour. When you go into a potentially hazardous situation it might be wise to drink one just in case, as it is quite probable that combat will ensue. You don't need to do it right before the fight.
 

Right next to you?



What a coincidence! One might imagine that a person with better perception would spot the other first!



You are being careful, yet you do not hear anyone coming? And you went to a dangerous place, yet did not drink your potion beforehand?



Listen, look for animal dropping, tracks etc. Perhaps even send the character with best stealth to scout.



I am not talking about guarantees. But often there reasonably is some forewarning unless the PCs are being intentionally obtuse and/or the GM just has the enemies effectively teleport next to the PCs. And most buff potions last for an hour. When you go into a potentially hazardous situation it might be wise to drink one just in case, as it is quite probable that combat will ensue. You don't need to do it right before the fight.
Hear a cry for help? We're going to rush in to help. But we also don't know exactly what's going on - someone could be crying for help because Timmy fell in the well again.

If we both see each other at the same time we're going to roll for initiative, not have a time-out to prep. Going into a potentially dangerous area? Why would we know exactly what we're going to face or when? A lot of prep only lasts for 1-10 minutes, we have no idea when we're going to start combat. Could be the moment we walk in, could be that we get there and the bad guys have left, leaving behind a trap.

I've played most editions of D&D over the past decades, wide variety of DMs, players, styles of game. We rarely have time to prep. I don't understand why you have to be so judgmental about just because people don't share your experience.
 

And sure, when you hear a cry for help in the city, you do have the opportunity to drink a potion. And find you really didn't need 23 Strength to catch a pickpocket who stole an NPC's coin pouch.

There are absolutely times when players know ahead of time what they are getting into. And just as many times that they don't. Not every group has the benefit of Pass Without Trace or a stealthy owl familiar or a wild shaped Druid or invisible Rogue to scout ahead- if you don't have darkvision, you own perception is at disadvantage/-5 passive to locate enemies trying to hide from you (and if you have light, well, enemies will notice you coming from a mile off).

Enemies built for ambushing are very good at it, and some foes are so good at disguising themselves that there's not even a mechanic to know that they aren't some terrain feature or ordinary statue.

And if you do down a buff potion with a long duration, like an hour, there's still no guarantee you'll get to use it for multiple encounters. You might drink it, claim it's benefit, and then find out the party really needs a short rest.

So the most efficient way to ensure you don't waste consumables is to wait until you need them- at which point, action economy might still prevent you from using one.

Then there's active DM misinformation- sometimes a villain goes out of their way to confuse the party about what they are about to face. Subverting expectations to create challenge is a time-honored tradition, after all. At which point, you'd be very foolish to use resources prematurely.

Without any dedicated monster knowledge rules, even if I have cold and fire resistance potions, there's no way to know if the lich we just ran into is going to open with fireball, lightning bolt, cone of cold, or synaptic static until it's too late- in a situation like that, you could down all your buff potions before the fight and still end up wasting precious resources.

I know some groups approach dungeon crawls like a group of Shadowrunners. But it's been a long time since I've seen that kind of play attempted or even supported- go look at the recent threads about encounter pacing to see all sorts of DM advice to force players to not be cautious or careful in order to preserve the balance of the intended 6-8 encounters/long rest play loop!

It seems to me that doom clocks and timed objectives not only discourage taking rests, but also discourage careful scouting and buffing strategies.

I find this entire tangent to be somewhat confusing. "Players don't need bonus action potion use because they should be using potions before combat".

Well then, if they're using potions before combat, then they don't need to use bonus actions to use potions, so what does it matter?
 

This is one of the reasons I do not like it. Does the balancing of the classes take this into account? One weakness of the wizard class is relatively low HP, but if they have an ability to regain HP every turn without impacting their performance then that is a significant power boost for the class.
I don't operate under the premise that the classes are balanced in all things. My concern is things to do on your turn, in this regard anyway.
 

If you stuck potions in your belt in my game, there would be rolls when things got rough for them to break and/or fall out of the belt. It's not a safe space for potions.

I walked all over the midde least and much of southeast US with a canteen on my belt and went to plenty football games with a flask tucked in my belt and I never had a flask or a canteen break on me. ;)
 

I walked all over the midde least and much of southeast US with a canteen on my belt and went to plenty football games with a flask tucked in my belt and I never had a flask or a canteen break on me. ;)
You play tackle football with them? They were made of medieval glass? If not, you are comparing apples with oranges.
 

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