Question on healing potions
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Re: Question on healing potions
The way I would run it at my table (if I were still running a regular game... *sob*) is that a potion -- healing or booster -- doesn't do anything to allow you to break the rules of when you can normally make a recovery test, but if you have some other ability (Fire Blood, for example), then the potion can provide a bonus to that.
Josh Harrison --
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Re: Question on healing potions
Also PG p.381 "Characters must also wait at least one hour after engaging in combat before they
can make a Recovery test. This time must be spent in a state of relative rest; the character
cannot undergo any strenuous physical activity during this time."
The only reasons to drink healing potions in combat are:
- Healing Potion heals Wound and grants Recovery Test (if you dont have any) to use with Fire Blood (for example),
- Healing and Booster potions stop bleeding from Bleeding Wounds, (Bleeding Wounds is Optional Rule from Ed3)
- You want bonus to Recovery test in case you die (Last Chance Salve, Death Cheat charm).
Can't think of any more reasons right now.
can make a Recovery test. This time must be spent in a state of relative rest; the character
cannot undergo any strenuous physical activity during this time."
The only reasons to drink healing potions in combat are:
- Healing Potion heals Wound and grants Recovery Test (if you dont have any) to use with Fire Blood (for example),
- Healing and Booster potions stop bleeding from Bleeding Wounds, (Bleeding Wounds is Optional Rule from Ed3)
- You want bonus to Recovery test in case you die (Last Chance Salve, Death Cheat charm).
Can't think of any more reasons right now.
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Re: Question on healing potions
Yes, you need something else to trigger "spend a recovery test":
- Upon waking from a full night’s rest, an injured character (with 1 or more
Current Damage) must make a Recovery test*.
- After one minute without engaging in physical activity or taking damage*.
- After 1 minute of Unconciousness*.
- If you have been Unconscious less than a minute and another character spends a Standard Action to revive you*.
* Characters must wait an hour after combat/strenuous activity/damage to spend a Recovery test. At least one hour must pass between Recovery tests.
Finally:
- If a magical effect requires you to spend a recovery test**.
**Can be triggered repeatedly. Supersedes the previous restrictions.
Sometimes, you don't even get to roll to recover Damage when you spend RTs, such as the Salve of Closure, Earth Skin, etc. I allow bonuses to skip these Recovery tests and affect the next one.
Talents/effects that get the bonus include (from the 4E Player's Guide): Fireblood, Iron Constitution, Life Check, Elemental Spear(Water): 4th Circle Elementalist Spell, Vital Springs(Water): 8th Circle Elementalist Spell, Last Chance: 4th Circle Nethermancer Spell, Aspect of the Cruel Physician: 5th Circle Nethermancer Spell, Recovery: 6th Circle Nethermancer Spell, Death Cheat Blood Charm, Healing Potion (only if you are otherwise out of RTs), Last Chance Salve.
- Upon waking from a full night’s rest, an injured character (with 1 or more
Current Damage) must make a Recovery test*.
- After one minute without engaging in physical activity or taking damage*.
- After 1 minute of Unconciousness*.
- If you have been Unconscious less than a minute and another character spends a Standard Action to revive you*.
* Characters must wait an hour after combat/strenuous activity/damage to spend a Recovery test. At least one hour must pass between Recovery tests.
Finally:
- If a magical effect requires you to spend a recovery test**.
**Can be triggered repeatedly. Supersedes the previous restrictions.
Sometimes, you don't even get to roll to recover Damage when you spend RTs, such as the Salve of Closure, Earth Skin, etc. I allow bonuses to skip these Recovery tests and affect the next one.
Talents/effects that get the bonus include (from the 4E Player's Guide): Fireblood, Iron Constitution, Life Check, Elemental Spear(Water): 4th Circle Elementalist Spell, Vital Springs(Water): 8th Circle Elementalist Spell, Last Chance: 4th Circle Nethermancer Spell, Aspect of the Cruel Physician: 5th Circle Nethermancer Spell, Recovery: 6th Circle Nethermancer Spell, Death Cheat Blood Charm, Healing Potion (only if you are otherwise out of RTs), Last Chance Salve.
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Re: Question on healing potions
That's a fair change.
I also have seen a house-rule that lets you take just the Step 8 Recovery test from the Healing Potion even if you have some left, saving your own until you can legally spend it. OR +8 to the next one.
That's a bigger change, or you can make them separate items leaving the base rules in place. Keep in mind you are duplicating a Talent effect, and limit the availability or impose side effects as such.
Kelix's Tonic (Weight 1, Cost 100, Availability: Rare to Very Rare): This naturally carbonated herbal tonic tastes heavily of licorice, sarsaparilla root, ginger, or other herbs. It is sold in small ceramic bottles that pop or hiss when opened. Drinking the whole Tonic as a Standard Action allows a character to immediately spend a Recovery test. Drinking more than 2 Tonics in 24 hours leaves the character with a migraine and a Level of Fatigue for each Tonic consumed (see Fatigue rules, ED4 GM's Guide).
"*BLEH* Glad I brought a chaser! *Pop* *Hisssss* *Gulp* " - Drogar Firebeard Rockchaser, after sampling his clan's Healing Potions in battle for the first time.
I also have seen a house-rule that lets you take just the Step 8 Recovery test from the Healing Potion even if you have some left, saving your own until you can legally spend it. OR +8 to the next one.
That's a bigger change, or you can make them separate items leaving the base rules in place. Keep in mind you are duplicating a Talent effect, and limit the availability or impose side effects as such.
Kelix's Tonic (Weight 1, Cost 100, Availability: Rare to Very Rare): This naturally carbonated herbal tonic tastes heavily of licorice, sarsaparilla root, ginger, or other herbs. It is sold in small ceramic bottles that pop or hiss when opened. Drinking the whole Tonic as a Standard Action allows a character to immediately spend a Recovery test. Drinking more than 2 Tonics in 24 hours leaves the character with a migraine and a Level of Fatigue for each Tonic consumed (see Fatigue rules, ED4 GM's Guide).
"*BLEH* Glad I brought a chaser! *Pop* *Hisssss* *Gulp* " - Drogar Firebeard Rockchaser, after sampling his clan's Healing Potions in battle for the first time.
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Re: Question on healing potions
Thanks for all the great feedback guys. Always good to know your options... especially when you start running out of them.
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