mvincent said:Potions are actually fairly expensive, equivalent to a sword (50 gp) or warhorse (300 gp)... or a laptop or car in modern terms. If possible, you probably wouldn't want to leave your password written on your laptop or keys in the car (especially in a militarized, violent, and/or lawless environment where potions would be used), to discourage theft and looting.
It's reasonable to assume that the owner can easily tell his potions apart (possibly they are indeed color coded), but other armies or manufacturers likely have different coloring schemas. This really shouldn't be a hindrance to characters after awhile. The rules even say:
"PCs can sample from each container they find to attempt to determine the nature of the liquid inside. An experienced character learns to identify potions by memory—for example, the last time she tasted a liquid that reminded her of almonds, it turned out to be a potion of cure moderate wounds."
Also, prior experience isn't even needed if you have a suitably high spellcraft roll (DC 25 to identify a potion).
The possibility of intentionally mislabeled potions is another good reason why labelling may not be very useful. In the case of a vampire though, he would have every reason to label inflict potions as healing ones, even if he believed they would never be stolen.Scharlata said:I label potions sometimes.
Once, I let a dangerous vampire mislabel his emergency inflict serious wounds potions as cure serious wounds potions on purpose. He knew what they were and hoped for a retributive strike because adventurers wouldn't care to verify the label
I can only imagine seeing small vials of neatly labeled "Jorasco Sauce".MarkB said:In my Eberron games, practically anyone able to trade with legitimate concerns will purchase their potions from House Jorasco, directly or indirectly, and all their potion vials are engraved with an identifying logo and the House crest - so if you kill an NPC in any town or city, chances are his potions will be in labelled Jorasco vials, with the official seals still intact.
I was just thinking of a beer hat.pawsplay said:Presumably, 15th level adventurers would label their own potions, assuming they haven't already acquired a magical, voice-activated beer hat.
You get a prize for best reason so far.Alchemists are a spiteful lot; they're personally able to easily identify their own potions by color, consistency, smell, etc. And they figure that if somebody kills them and takes their potions, they deserve to have their life made a little harder.
Scharlata said:I label potions sometimes.
Once, I let a dangerous vampire mislabel his emergency inflict serious wounds potions as cure serious wounds potions on purpose. He knew what they were and hoped for a retributive strike because adventurers wouldn't care to verify the label.![]()
Enjoy!
IME, army munitions have very durable labels (which, however, are typically in cypher), and are often color-coded as well. I'd think this works best for potions too - you don't want to have to read "Cure Light Wounds", "CW-1" can be understood at a glimpse far faster, and the red color on the "inflict serious wounds" may keep you from quaffing it when you've mistakenly picked it up.mvincent said:Regardless, military munitions are clearly labeled (for obvious reasons) but often with a number or moniker that might not make sense to those that are not in that particular military or branch. Also, military labels tend to wear off after even a few days of field use.
Meh, that's a convention I could do without. I think the game works better with labeled potions, generally.Mind you, if D&D had a precedent for having labeled potions, I would instead be giving reasons for that. But the current status quo is unlabeled potions... so I'm merely providing plausible game-world reasons why this might be so. The real reason is a meta-game one (i.e. that's just how the game was designed)