A couple of issues.

Post/Author/DateTimePost
#1

Ravinsild

Apr 30, 2009 5:49:23
I have an alchemy part set up in the game that basically goes like this:

With a following Arcana check the results are as follows:
1-9: Failure, Attack: +4 vs. Reflex Hit: 1d6 + 2 Acid Damage. Miss: No dmg.
10-17: Nothing happens, the concoction changes color.
18-20: Success! You create the following random potion (1d6):
1: A Health Potion
2: A Battle Elixir
3: A Defensive Elixir:
4: A Skill Potion
5: A Regeneration Potion
6: Reroll the 1d6.

Is it possible for such potions to exist, and do healing potions, and the like exist?

I was thinking of the following definitions for the potions: A Health Potion allows you to use a healing surge, it is a minor action to drink one, and you can only use up to 3 per encounter. A battle elixir gives you either a +2 bonus to damage until the end of your next turn, or until end of encounter. A defensive elixir gives you a +2 AC bonus until the end of your next turn, or until end of encounter, I havn't decided yet, I don't want the potions to be OP. A Skill potion gives you a +5 skill bonus to the next skill check you attempt. A regeneration potion gives you Regeneration 1+Con Mod, or maybe just regen 2 or something? Help me balance these potions or let me know if you think they are a bad idea. All potions take a minor action to use, and their effects DO NOT STACK.

I was also wanting to make a puzzle similar to the old Pokemon Gold and Silver days, when, if you remember, in the basement of the team rocket building there was that switch puzzle, where you had to press the switches in the correct order to be able to open all the gates correctly, is there anyway I can immitate a puzzle like this in Dungeons and Dragons and if so can you help me accomplish this?
#2

Quintarius

Apr 30, 2009 6:44:55
The Healingpotion exists
Does 10LP, uses up a healign surge, can be taken wenever you like.
#3

alrethe

Apr 30, 2009 7:47:34
Is it possible for such potions to exist, and do healing potions, and the like exist?

As a DM any potion you can think of can exist. But many are already listed in the potions part of the Players Handbook (1).
#4

djchrisblue

Apr 30, 2009 8:20:58
As a DM any potion you can think of can exist. But many are already listed in the potions part of the Players Handbook (1).

And many more are in the Adventurer's Vault.

peace
#5

Kensan_Oni

Apr 30, 2009 10:05:20
I have an alchemy part set up in the game that basically goes like this:

With a following Arcana check the results are as follows:
1-9: Failure, Attack: +4 vs. Reflex Hit: 1d6 + 2 Acid Damage. Miss: No dmg.
10-17: Nothing happens, the concoction changes color.
18-20: Success! You create the following random potion (1d6):
1: A Health Potion
2: A Battle Elixir
3: A Defensive Elixir:
4: A Skill Potion
5: A Regeneration Potion
6: Reroll the 1d6.

Not that I disagree or agree here.... but wouldn't it have been easier to use a d10?

1-2 Health Potion
3-4 Battle Elixir
5-6 Defensive Elixir
7-8 Skill Potion
9-10 Regeneration Potion

... and wouldn't this be better placed on the Houserules Forum?
#6

Ravinsild

Apr 30, 2009 15:20:57
Alright, so check the PHB and what not for HP potions and stuff. Thanks for the advice.

Any ideas on the switch puzzle? I'd like to try some puzzles like Zelda and Pokemon where you have to move things around a lot and try and maneuver things to get past a certain spot, because I think those bring a different angle to the game than just hack and slash or w/e.

Do you have any suggestions on how I can make a puzzle like these?
#7

Kensan_Oni

Apr 30, 2009 20:11:51
There is no reason you can't have a room of levers and pressure plates to move things around at all. However, you will be fighting Dungeon Traditions of Not Setting Off Pressure Plates, and Do Not Throw Switches. I recommend reviewing the Movies Raiders of the Lost Arc, Indiana Jones and the Last Crusade, the Mummy and the Mummy Returns to see why people look for traps, don't pull switches, and other such things. :D
#8

Ravinsild

Apr 30, 2009 22:51:57
Essentially what I am trying to emulate here, in my D&D game is this:

After defeating the boss (the main villain for at least a while), and since he's a powerful wizard, at the last second he teleports away. Inside the top chamber of his tower is a power oracle/prophetess, she has any answer you could ever want to know. She is however, tied to an electric table that constantly courses electricity through her, and she is tied down, in this way she cannot use her powers to escape. The powerful wizard was keeping her as a source of infinite information.

She is also gaurded by a switch/lever system very much like the Rocket Radio Tower basement in Pokemon Gold, Silver and Crystal. The order you had to press them was from left to right, and that would open the way to the elevator which you could take to the top floor, if I'm not mistaken. So the concept now is you must pull the proper switches in order to open the gates in the right order to get to the Oracle/Prophetess.

I was thinking perhaps Lever 1 open gate 2 but closes gates 1, and 3. Lever 2 could open gate 3 but close gates 1, and 2. Lever 3 could open gates 1, and close gates 2, and 3. So in proper order it may be, Lever 3, Lever 1, and then lever 2? Does that seem to fit?
#9

Kensan_Oni

Apr 30, 2009 23:39:08
You might fall into the Locked Door Delima, as described in that Blog Entry. I highly recommend reading pgs 81-84 of the DMG, and pay particular notice of Puzzles as Skill Challenges section.
#10

Ravinsild

May 01, 2009 0:01:20
Hm, I mean I just wanted a real puzzle in there, you know? Instead of a skill challenge substitute. if all else fails, I'll let them break down the door via strength check, thanks for the article though.