D&D 5E (2024) Weird Potion House Rule Idea

BookTenTiger

He / Him
Problem: The players in my groups almost never use their potions. They stockpile healing potions, potions of flight, poisons, etc. No matter the stakes of a combat, potions are rarely, if ever, brought out and used. Even changing consuming potions to a bonus action has not increased their use.

Hypothesis: The "cost" of using a potion is too great. First off, the character has to spend an action (or, using a common house rule, a bonus action) to take the potion. Then, they also lose the potion! Because of these costs, potions are rarely, if ever, used by my players.

Idea: A potion is an item that is used during a Long Rest (usually at the end). The character doesn't gain the benefits of the poem until they "activate" it as an "interact with object" (or maybe just a free action?). At that point, they gain its benefits. For example, a character consumes a Potion of Healing at the end of their long rest. Then, during a tense combat, they activate the healing potion and immediately heal 2d4+4 hit points. A character can have only one potion "loaded" at a time, and can consume a new potion as an action (or maybe bonus action). If a potion is not activated by the next Long Rest, its benefits are lost.

Desired Outcome: Potions are used more regularly, hopefully with multiple characters using potions at the end of their Long Rest and activating them during the adventuring day.

Other Problems: I can't quite figure out the narrative of what this would look like in the game. How does someone drink a potion in the morning and then activate it later? Keeping it in their chipmunk cheek? I could see having a "potion slot" that the characters load, but then it wouldn't make sense for the potion to be consumed during the Long Rest. Maybe the solution is to replace potions with Runes or other fictional items that can be consumed in the morning and activated later?

Anyways, this is just weird, wild thought on a different way to use potions. Let me know what you think! Is this a problem you've had in your groups? Would this house rule actually lead to more potion use?
 

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What potions do they have? What else are they doing with their bonus actions?

Do they ever have the opportunity to drink a potion before entering combat? For example, drinking a potion of resistance of the appropriate energy type, before fighting a dragon.

We most frequently use a potion to restore hit points to someone who has been incapacitate in battle. Other than that, we occasionally use them to buff. I do think that many potions are seldom worth use of an action, but I would have thought that bonus action usage would be sufficient to encourage using them.

Another reason for conserving potions is that they are somewhat expensive. Save them for a rainy day, or sell them later at half price to save up and buy some other permanent magic item. Some potions like flying are very situational, and not that necessary in most circumstances.
 
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Problem: The players in my groups almost never use their potions. They stockpile healing potions, potions of flight, poisons, etc. No matter the stakes of a combat, potions are rarely, if ever, brought out and used. Even changing consuming potions to a bonus action has not increased their use.

Hypothesis: The "cost" of using a potion is too great. First off, the character has to spend an action (or, using a common house rule, a bonus action) to take the potion. Then, they also lose the potion! Because of these costs, potions are rarely, if ever, used by my players.

Idea: A potion is an item that is used during a Long Rest (usually at the end). The character doesn't gain the benefits of the poem until they "activate" it as an "interact with object" (or maybe just a free action?). At that point, they gain its benefits. For example, a character consumes a Potion of Healing at the end of their long rest. Then, during a tense combat, they activate the healing potion and immediately heal 2d4+4 hit points. A character can have only one potion "loaded" at a time, and can consume a new potion as an action (or maybe bonus action). If a potion is not activated by the next Long Rest, its benefits are lost.

Desired Outcome: Potions are used more regularly, hopefully with multiple characters using potions at the end of their Long Rest and activating them during the adventuring day.

Other Problems: I can't quite figure out the narrative of what this would look like in the game. How does someone drink a potion in the morning and then activate it later? Keeping it in their chipmunk cheek? I could see having a "potion slot" that the characters load, but then it wouldn't make sense for the potion to be consumed during the Long Rest. Maybe the solution is to replace potions with Runes or other fictional items that can be consumed in the morning and activated later?

Anyways, this is just weird, wild thought on a different way to use potions. Let me know what you think! Is this a problem you've had in your groups? Would this house rule actually lead to more potion use?
It might be better to just let them use 1 potion per combat free of any actions. I'd be very hesitant to use a potion in advance, because I probably won't know which ones will be useful during that day, and mixing potions is bad if I need to use a different one later on.
 


They officially changed it to a bonus action.
It's still an action to get one out of your backpack or whatever. I generally ignore the "getting the potion" part and just have them use a single action to get it out and use it.

That aside, my issue is that I find my players simply don't remember what all consumable items they've got. A bunch of them have potions, charms, and spell scrolls that never get used - not because of the action cost or the fact that they're single-use but because they simply forget about them.
 


Might be worth using cards to display what consumables they can use, as a physical reminder.
I used to always provide them with printed out magic item cards, including for potions and scrolls. Didn't always help because they would have to remember to look through all the little pieces of paper clipped to their character sheet ...
 


I'm a fan of the potions having less potency and or expiration after a while. This does come with some tracking/inventory drawbacks so is not used in all of our games, but when we have a group into more extensive inventory tracking it has been fun
 

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