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Uncommon items - actually common?
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<blockquote data-quote="tetrasodium" data-source="post: 9500041" data-attributes="member: 93670"><p>Going to disagree on the healing potion and expand upon both why it doesn't check the box you are describing and why other design elements create that box. IF PCs needed bulk purchase of healing potions instead of yo-yo healing and trivialized explosive rest that quickly granted complete recovery then potions would be responsible for that box. As it is though potions can't even find footing in supporting it because elements like death saves yoyo healing and the resting rules 5e has so effectively built that box out of blast proof concrete and adamantine before potions can even come in sight if maybe even contributing to it.</p><p></p><p>Ironically if the design were not so hostile to anything but super hero one true wayism it would be trivial for the GM to adjust where they want to dial things based on quantity and type of healing potions that they make available to players </p><p></p><p></p><p>Like was noted in <a href="https://www.enworld.org/threads/uncommon-items-actually-common.707720/post-9500037" target="_blank">Post 47</a>, the old editions were absolutely flooded with a reasonably steady scrolls and potions, multiple classes depended on that flow. Those classes didn't stop depending on the flow, witch just Changed the math so the game starts tearing itself apart when you add them and those classes still fail at living up to their expectations when not given magic items because they still depend on them and can't have them provided.</p><p></p><p>5e <em>continuing</em> to allow players the option of purchasing healing potions as they could for a few non-adeu editions now doesn't rate high enough impact to even contribute.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 9500041, member: 93670"] Going to disagree on the healing potion and expand upon both why it doesn't check the box you are describing and why other design elements create that box. IF PCs needed bulk purchase of healing potions instead of yo-yo healing and trivialized explosive rest that quickly granted complete recovery then potions would be responsible for that box. As it is though potions can't even find footing in supporting it because elements like death saves yoyo healing and the resting rules 5e has so effectively built that box out of blast proof concrete and adamantine before potions can even come in sight if maybe even contributing to it. Ironically if the design were not so hostile to anything but super hero one true wayism it would be trivial for the GM to adjust where they want to dial things based on quantity and type of healing potions that they make available to players Like was noted in [URL='https://www.enworld.org/threads/uncommon-items-actually-common.707720/post-9500037']Post 47[/URL], the old editions were absolutely flooded with a reasonably steady scrolls and potions, multiple classes depended on that flow. Those classes didn't stop depending on the flow, witch just Changed the math so the game starts tearing itself apart when you add them and those classes still fail at living up to their expectations when not given magic items because they still depend on them and can't have them provided. 5e [I]continuing[/I] to allow players the option of purchasing healing potions as they could for a few non-adeu editions now doesn't rate high enough impact to even contribute. [/QUOTE]
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