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| #1IpecacJan 06, 2015 18:39:16 | Hey guys, I was just creating a random encouter which is a little tent market my players might stumble across. In the random effects, I have things like 'rations on sale cheap' and a pickpocket, stolen jewelry for sale etc.
Question: Do you think 1HP health potions/smelling salts would unbalance the 5e game? Should I not do this? |
| #2transcendantviewerJan 06, 2015 19:31:26 | Personally, I think it's a decent idea, but you'd need to find a way to make it appropriately priced. It's Goodberry in a bottle. I think the price should be based on that. Heal Damage is a 1st level spell and a potion of it costs 50 gold, so make these be a goodberry spell that doesn't expire. They'd cost 5 gold a piece (Goodberry's a 1st level spell, so's Heal Damage, and 10 berries priced evenly across 50 gp for a level 1 spell, would be 5 gp a piece). At least, that's my logic behind it. |
| #3Coredump00Jan 07, 2015 1:49:49 | Mechanically, these are obviously designed for PCs at 0 HP. In that case, the first HP restored is worth *much* more than the second or third etc. Going from Unconscious and dying to Standing and Fighting is a huge buff. Going from Fighting with 1 HP to Fighitng with 2 HP.... not so much.
And realize that the 50gp healing potion averages 7 HP... so 7gp per HP. And if the first one is worth much more than the subsequent ones...
I would put the 1HP healing potions in the 20-30gp range. And even that is probably a good deal.
Now, what you really want, is something to give 1HP as a bonus action......
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| #4IpecacJan 07, 2015 8:16:21 | Okay, I agree. I found the goodberry spell, just after I posted and so, since it's a first leve spell, I think I can do this.
What I'm doing is making the random encounter be an grizzled Calishite in the market who has a bunch of trinkets for sale, but one item of note is a single bottle of smelling potion he claims will rouse a fallen comrade.
Just a single bottle for 10gp. The way I play, 1 gp is like 100 USD so, 1000 USD is still a pretty decent quantity of money. I plan on keeping my players at least moderately short of gold until after they knock down a decent adventure, and making it one single use potion will keep it as a cool get out of jail free card, rather than a crutch. |
| #5OoftaMegJan 07, 2015 11:38:00 | I don't have a problem with it. Kind of like beefed up healer's kit which can be used to automatically stabilize a person. |
| (Reply to #4)transcendantviewer |
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| #7IpecacJan 07, 2015 19:25:40 | Well, to start with I gave my players only the starting gold granted by their background. Seeing how a new character is fully equipped from go, it leaves them ready to adventure, but wanting the treasure or payment. A spell component pouch and 10 bolts is stuff they already have. After hitting the dungeon, they'll have enough to replenish their supplies, upgrade a bit and then they'll be deciding if they want to splurge or save their coin. Say 10 gp to restock ammo and gear, 25 gold for a new item or tool, and 15 gold left in your pocket. That's a 50 gp payday, so save those bolts if you can!
Obviously Im not going to cheap them on rewards, but I want them to be hungry for more then they have.
As a player, I played in campaigns where a guy would offer us 200gp each to do something Like escort a noble or deliver a message. When an innkeeper says 8 sp for a comfortable room, I don't even bother to do the math! In my vision, outfitting for a trek into the wilderness, getting rations or an extra bedroll, is going to make our guys say, "I hope we get paid, because I can't afford to rent this room much longer!" Or to make a delux celebration feast or round of ales for the tavern feel like something worth remembering!
Again if a gp is similar to 100usd,then a hotel with dinner and a drink is about what you would get, unless you're slumming. 10gp upon wandering into town looking for adventure is 1000 bucks in your pocket, enough to gamble, drink and motel for a week, then you'd better be making things happen!
P.s. 1 gp is one ripping drunk night on the town, if my last session is any indicator. :D |
| #8transcendantviewerJan 07, 2015 19:35:36 | Then in that case, it does raise the question of why potions and magic are so expensive, especially now that creating magical items and potions only requires time. Even learning the magic to just start pumping out healing potions only takes a few weeks to learn, when you really get down to it. And really, no offense to you, but why is equipment so expensive if most of the things on the list are supposed to be affordable? How's a fisherman ever going to afford that $100 fishing tackle or a carpenter ever going to afford a $200 shovel? A lot of the other things make sense, considering, but there's a few things that would not make sense in your system. |
| #9IpecacJan 07, 2015 19:46:42 | No offense taken at all!
I grew up on a fishing boat, and I've worked a few construction jobs, so I can attest to the fact that fishing gear for a commercial fisherman, or a cordless drill for a foreman is no 100 dollar expenditure. I mean, everyone's dnd universe is their own, of course, mine is one where adventuring, fishing and shoveling are jobs.
I mean if you can go buy a 1 gp shovel and, boom, you've got 10 gp from your day's work, dude, you're quitting the shovel business!
I realize my vision is a departure from the "treasure pile with jewels" fantasy view, but that's just how I picture the adventuring life. Adventuring is high risk so more lucrative that farming, for example, but then you're buying a new scimitar and drinking dwarves ale all night for 27gp, vs drinking small beer and getting the shovel you wanted for 1 gp plus coppers.
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| #10IpecacJan 07, 2015 20:03:28 | Oh regarding magic potions and magic items being absurdly expensive , ie the 2500 dollar health potion, or the 10000 dollar magic dagger, it is because they are luxury, status and convenience items.
Anyone can go buy a 30-06 hunting rifle for a few hundred bucks and bag some deer. But what if you wanted to get a tricked out assault rifle with night vision that can fire underwater? The money gap between an adventurer and a commoner is like the difference between the used Subaru and the Humvee! |
| (Reply to #10)transcendantviewer |
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| #12IpecacJan 07, 2015 20:41:53 | I totally get your meaning. This is the reason I'm looking for alternatives. I'm kind of inclined to make things cost what makes sense for my setting. I don't know the potion crafting rules off the top of my head but doesn't crafting take a long time and cost a lot, like it needs to be done between adventures and maybe require reagent hunting missions? |
| (Reply to #12)transcendantviewer |
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| (Reply to #13)Ipecac | Ah okay I see. So if you are capable and posess the potion making supplies, you could craft a healing potion in one 8 hour day for 25gp. Or, if you don't,you can buy one for 50gp. That would be quite a profit margin in my world, but I see in the dms guide p130 a section referring to the sale of magic items being something that takes days to find a buyer and then maybe not at full price.
I think I'm okay with this. In my current adventure, my two PCs are being offered 50 gp to share in exchange for bungling a shop, which will ultimately launch the, into a world of trouble. That means, for a day's work atop this fee, one of them could try and craft a single healing potion. I think it works pretty well for my cash poor world, What I don't want is players quaffing potion after potion because they're cheap or plentiful to make. This is why I thought the good berry potion might be a nice offering.
I did decide to make it a single item, for 10gp, as a novelty ,not a regularly available item. |
| #15IpecacJan 07, 2015 21:00:04 | Heh, *burgling |
| (Reply to #14)transcendantviewer |
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| #17IpecacJan 07, 2015 21:14:03 | Nice! It really makes Goodberries sound like a wicked awesome spell
Good luck and thanks for the discussion! |
| #18DungeonKrusherJan 07, 2015 21:16:53 | I think you have a fine idea. Thumbs up. Do you mind one more perspective? Hit Points in 5E are not intended to be physical damage, but more of a force of will keeping you in a battle. A mystical power providing a bump from 0hp and 1hp is like drinking a Costco case of 5-Hour Energy. The average NPC doesn't necessarily have a need for magic that restores hp in the manner you're suggesting, so it can be on a totally different scale from a mundane item -- as noted above: it's a luxury the common man might never consider.
Not sure if that helps or just muddles things. ;o) |
| #19dafrcaJan 07, 2015 22:12:16 |
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| (Reply to #19)transcendantviewer |
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| #21IpecacJan 08, 2015 0:19:03 | Oh yeah, that is interesting. I found it a little weird that an 8 hour rest would take a player from being on his deathbed to being ready to face another day. If the HP are a morale or will type thing, then this makes sense.
But still, how does getting hit with an arrow NOT require real healing? I guess at some point we have to agree that we don't want our adventures to take months of between time for realistic healing.
Thanks for the perspective. |
| #22EzechielDantanJan 08, 2015 4:46:47 | I'd use ointment for about 10 or 20 gp, though it works only on external injuries. Requiring an action to apply and such.
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| #23Archon007Jan 08, 2015 12:12:34 | Seems like you want a stabilizing potion, but the players can just use a Healers Kit which stabilizes without a roll and has 10 charges. |
| (Reply to #23)DungeonKrusher |
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| (Reply to #24)transcendantviewer |
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| (Reply to #21)transcendantviewer |
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| (Reply to #21)DungeonKrusher |
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| #28IpecacJan 08, 2015 21:35:11 | Okay, I like that. That's actually the way I rectified the notion when I thought it over. Thanks for the insight! |
| (Reply to #28)DungeonKrusher |
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| #30SaelornJan 09, 2015 13:17:14 |
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| (Reply to #30)transcendantviewer |
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| (Reply to #31)DungeonKrusher |
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| (Reply to #30)DungeonKrusher |
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| (Reply to #32)transcendantviewer |
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| (Reply to #34)DungeonKrusher |
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| (Reply to #35)transcendantviewer |
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| #37SaelornJan 10, 2015 0:48:51 |
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| (Reply to #37)transcendantviewer |
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| (Reply to #33)Macv12 |
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| #40IpecacJan 10, 2015 6:24:07 | For me, using fatigue or something detracts more from the game than magically healing up overnight. Describing damage is part of the excitement of combat. I,can definitely start putting more "armor hits" in for realisms sake, but still, I need my guys to get hurt.
That being said, in every movie with action, guys get shot in the shoulder, take an arrow which they snap off or go falling through a skylight and land on an elevator 2 stories below. 10 minutes later, they are in a wrestling match with a guy and showing no weakness.
The image of a warrior taking cuts and wounds in stride isn't really that much of a stretch, just don't describe an arrow piercing your guys lung and it can be chalked up to superficial wounds. |
| (Reply to #40)transcendantviewer |
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| #42IpecacJan 10, 2015 9:10:24 | I would definitely like to implement some custom healing rules which are more realistic, but not until i am better at commanding the sense of atmosphere and setting. An adventure that spans months would be necessary. If you try and do realistic healing in an adventure which would normalky span days, the pace will be confusing. But, if you plan to include plot and character development with longer swingsyou could have your guys heal as you play through the story. That pacing might create a nice epic feel too. |
| (Reply to #37)DungeonKrusher |
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| #44SaelornJan 10, 2015 17:53:18 |
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| (Reply to #44)transcendantviewer |
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| #46IpecacJan 10, 2015 23:38:02 | As we all know the universe is the DMs version of the universe, regardless of whether they favor a high fantasy tale where heroes are knocked about and damage is somehow tepresentation of their morale, or a gritty universe where every slice leaves a scar and wounds are real. I favor the gritty fantasy genre, sans hovering buildings and glowing runes a la eberron. If you are in a different camp then the amount of "magic is magic" that you will accept will be a reflection of your chosen vision. For me, armor hits knocking the wond out of you or causimg superficial wounds is a perfect way to view hp loss down to zero. After 8 hrs youre bandaged up and only have bruises and cuts. Below zero youre knocked out or stunned and losing blood. If you stabilize, you had a close call but youre still an outpatient, meaning you can bind the wound and keep going. This appeals to me as a DM who doesnt like to suspend disbelief in my fantasy (aside the obvious existence of gods, monsters and magic). I mean I love to imagine a world where magic is real, but it becomes less personal if I go changing the fabric of reality, for example saying that nobody needs to eat or drink or that nobody bleeds. Thats how magic 8 hour healing would feel to me. I also cant accept combat without bloodshed and wounds of attrition, but the hybrid view seems to work for me and my DM world. I arrived here thanks to your input, so thanks guys! |