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General Tabletop Discussion
*Dungeons & Dragons
Why are potions of healing so expensive?
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<blockquote data-quote="Mercurius" data-source="post: 8251410" data-attributes="member: 59082"><p>That all assumes a strictly medieval setting. D&D is not strictly medieval - it has wizards, clerics, and all kinds of magic creatures and things.</p><p></p><p>When I started this thread, I was just thinking about how 50 GP is a lot, especially for a 1st level character and given the relatively little healing involved. A goblin hits you with an axe and it takes a 50 GP item to heal it?</p><p></p><p>But then after a few posts and thinking about it some more, I realized--or remembered--that every setting is (potentially) different, and it really depends upon what the DM (as world-builder) is going for. As I said above, I imagine my own setting as being more akin to a magic-infused, animistic world akin to the way that ancient peoples saw the world, not the orthodox historical view of the medieval with some magic slapped on that that default D&D assumes. My issue with that is along the lines of what [USER=6912801]@BlivetWidget[/USER] said above, that magic is assumed to be rare but presented as common.</p><p></p><p>There's no right or true way to do it, except I think it erroneous to assume that all worlds must follow the same template and the same assumptions or go along with the default view. We can play with this and follow through with some kind of thought out internal consistency (aka, the infamous verisimilitude).</p><p></p><p>So in my world, in the village that you describe, there is an herbalist who lives on the edge of town, who is deeply connected with the living (and magical) world and creates herbal concoctions that are available to villagers, in the same way that there's a smithy or a tavern or a shrine. Druids and rangers know the intrinsic properties of the living things of their region, and can find plants or springs that can heal or provide visions. Priests can bless water to offer for true believers. And so on.</p></blockquote><p></p>
[QUOTE="Mercurius, post: 8251410, member: 59082"] That all assumes a strictly medieval setting. D&D is not strictly medieval - it has wizards, clerics, and all kinds of magic creatures and things. When I started this thread, I was just thinking about how 50 GP is a lot, especially for a 1st level character and given the relatively little healing involved. A goblin hits you with an axe and it takes a 50 GP item to heal it? But then after a few posts and thinking about it some more, I realized--or remembered--that every setting is (potentially) different, and it really depends upon what the DM (as world-builder) is going for. As I said above, I imagine my own setting as being more akin to a magic-infused, animistic world akin to the way that ancient peoples saw the world, not the orthodox historical view of the medieval with some magic slapped on that that default D&D assumes. My issue with that is along the lines of what [USER=6912801]@BlivetWidget[/USER] said above, that magic is assumed to be rare but presented as common. There's no right or true way to do it, except I think it erroneous to assume that all worlds must follow the same template and the same assumptions or go along with the default view. We can play with this and follow through with some kind of thought out internal consistency (aka, the infamous verisimilitude). So in my world, in the village that you describe, there is an herbalist who lives on the edge of town, who is deeply connected with the living (and magical) world and creates herbal concoctions that are available to villagers, in the same way that there's a smithy or a tavern or a shrine. Druids and rangers know the intrinsic properties of the living things of their region, and can find plants or springs that can heal or provide visions. Priests can bless water to offer for true believers. And so on. [/QUOTE]
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Why are potions of healing so expensive?
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