Author Topic: Potions: making them more usable?  (Read 1366 times)

TheVastator

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Potions: making them more usable?
« on: July 11, 2015, 09:36:45 AM »
Hello everyone, I've tried to do a quick search but I couldn't find what I wanted: what are your house rules about elixirs? The base rule isn't bad but it kinda cripples the types of potions a character would want to use (I mean, always trying to use the healing ones over the others).
The Primer class (witcher-like) is a nice addition, but I'm pretty curious to know how you guys handle the elixirs.

Ares

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Re: Potions: making them more usable?
« Reply #1 on: July 11, 2015, 03:41:22 PM »
I've introduced a quality with costs analogous to distilled called "selbstverträglich".
It's incompatible with distilled and allows you to benefit from unlimited potions as long as they all have this quality.
« Last Edit: July 12, 2015, 01:01:49 AM by Ares »
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Re: Potions: making them more usable?
« Reply #2 on: July 11, 2015, 06:07:51 PM »
I've introduced a quality with costs analogous to distilled called "selbstvertäglich".
It's incompatible with distilled and allows you to benefit from unlimited potions as long as they all have this quality.
Hmmm.  Google Translate suggested that it needed another "r" for some reason (selbstverträglich), decided it was German and then told me it was "even tolerated."

Is that about right?

Dirigible

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Re: Potions: making them more usable?
« Reply #3 on: July 11, 2015, 06:19:37 PM »
You could allow a character to drink up to Con mod (min 1) per scene.

Or borrow a rule from 1st ed. AD&D and make it a campaign quality: Potion Miscibility. Every elixir beyond the first requires a roll of some sort to avoid unexpected side-effects from mixing the different concoctions, with increasing difficulty the more are imbibed in the same scene.
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Bill Whitmore

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Re: Potions: making them more usable?
« Reply #4 on: July 12, 2015, 01:41:05 AM »
That last one is the one I use.

In my current game, drinking multiple potions requires a random* saving throw against DC 15 + (5 times number of previous potions imbibed in last 24 hours) for any past the first. So 20 for the second, 25 for the third, etc. Failure results in the having no effect and the imbiber becomes sickened for a number of minutes equal to the amount they failed the save by.



*This started as a Fortitude save but that skewed potion use towards warrior style characters since they tend to have higher fortitude which was never my intent. Now, some potions may make you dizzy (reflex), confused (will) or just sick (fortitude).
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Ares

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Re: Potions: making them more usable?
« Reply #5 on: July 12, 2015, 03:24:37 AM »
I've introduced a quality with costs analogous to distilled called "selbstvertäglich".
It's incompatible with distilled and allows you to benefit from unlimited potions as long as they all have this quality.
Hmmm.  Google Translate suggested that it needed another "r" for some reason (selbstverträglich), decided it was German and then told me it was "even tolerated."

Is that about right?


You are right. There was a missing "r".
It's a German term, primarily used in agricultural context, meaning you can plant one sort of crop year after year on the same plot without the plants developing diseases.
I have no idea how to translate that with one word into English  ;)
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TheVastator

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Re: Potions: making them more usable?
« Reply #6 on: July 13, 2015, 02:12:38 PM »
and for some reason I've posted this here instead of License to Improvise... any mod can please move this? :)

Morgenstern

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Re: Potions: making them more usable?
« Reply #7 on: July 14, 2015, 01:00:38 PM »
  Keep in mind there is a very dangerous trend that the more you can benefit from something, the more you MUST benefit from it.

  In the case of healing potions you rapidly go from occasional source of breathing room or a rare spectacular save/squeaking by with 3 vitality to "don't leave home without (a six pack of) 'em"...
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Krensky

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Re: Potions: making them more usable?
« Reply #8 on: July 14, 2015, 03:59:35 PM »
Probably the simplest way that doesn't upset the cart too much is to split healing and utility potions up and give each group it's own use limit.
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Slashes-With-Claws

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Re: Potions: making them more usable?
« Reply #9 on: July 15, 2015, 07:44:02 AM »
Or borrow a rule from 1st ed. AD&D and make it a campaign quality: Potion Miscibility. Every elixir beyond the first requires a roll of some sort to avoid unexpected side-effects from mixing the different concoctions, with increasing difficulty the more are imbibed in the same scene.

Spoony just posted a video about that today: https://www.youtube.com/watch?v=M3VOZGFXTXU

After watching the video I thought it might work for FC, or, at least some variant of it.  Probably without the chance of exploding or instantly dieing or the chance of the potion being permanent.
« Last Edit: July 15, 2015, 08:29:48 AM by Slashes-With-Claws »

TheVastator

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Re: Potions: making them more usable?
« Reply #10 on: July 17, 2015, 02:32:55 AM »
Probably the simplest way that doesn't upset the cart too much is to split healing and utility potions up and give each group it's own use limit.
this seems a fair an simple method.
I've always personally tought that the mixing potions rule from way back then was quite silly, especially when one of my characters did that, rolled a 100 on the table, and gained 1 point of int :P

Krensky

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Re: Potions: making them more usable?
« Reply #11 on: July 17, 2015, 07:25:24 AM »
Probably the simplest way that doesn't upset the cart too much is to split healing and utility potions up and give each group it's own use limit.
this seems a fair an simple method.
I've always personally tought that the mixing potions rule from way back then was quite silly, especially when one of my characters did that, rolled a 100 on the table, and gained 1 point of int :P

You only say that because you rolleed badly and got kill.. Wait... Nevermind,
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