Scaling on common items

Post/Author/DateTimePost
#1

Einlanzer

Jul 26, 2015 18:41:56

Am I the only one that finds it strange that healing/damage on common items (specifically Acid, Healing Potions, Basic Poison, and Holy Water) doesn't scale it all? It makes sense that they aren't as effective at higher level for a plethora of reasons, but I think having no scaling whatsoever severely limits their strategic value and is just thematically weird considering that HP is something of an abstraction anyway.


I thought about using the following houserules (bonus is based on target, not on user):

Healing Potion - 2d4 + 1 per level (or CR)

Acid/Holy Water - 2d6 +1 per level (or CR)

Basic Poison - 1d4 +1/2 per level (or CR)

 

Thoughts? I don't see how this would be game breaking in anyway. It just seems ridiculous that it would take gulping 25 healing potions to get back to full HP at level 20.  

#2

Grazel

Jul 26, 2015 18:56:00

Well Healing Potions aren't totally unscaled. You just will want Greater Healing Potions and the like for a stronger effect. They don't scale because they are finite just like in real life. A vial of acid will do the same amount of damage to a piece of paper as it will to a steel girder, just the paper will show the effects more because it's weaker.

 

Potions of Healing (note the PHB only lists the basic, most common one, the others are in the DMG):

 

Potion of Healing - Common - 2d4+2

Potion of Greater Healing - Uncommon - 4d4+4

Potion of Superior Healing - Rare - 8d4+8

Potion of Supreme Healing - Very Rare - 10d4+20

 

That's the scaling, you could od the same for acid, holy water, and poisons. Make stronger versions that aren't as common that do more. More potent versions can and probably should exist, but they should be harder to find and cost more when purchasable.

#3

Einlanzer

Jul 26, 2015 19:22:03

Grazel wrote: