Categories
DM Resources Friday Favourites

Friday Favourite: 6 Tips for Making Potions Fun Again

On Friday we comb through our extensive archives to find an older article that we feel deserves another look. From July 2, 2013, Dungeon’s Master once again presents: 6 Tips for Making Potions Fun Again.

potionsSome of my fondest memories of D&D involve a situation where a character drinks an unidentified potion. The results were usually chaotic, hilarious, or both. However, as D&D changed so to did the mystery and wonder that potions can bring to the game.

In 4e D&D the system became so magic heavy that potions were of little consequence. At low levels when a potion can actually make a difference, identifying them is automatic during a short rest. I can’t remember the last time characters had a potion in their inventory that they couldn’t identify.

I’ve recently started using the D&D Next rules during public play and in my home games. It draws heavy influence from the older editions of D&D where magic was rare (much more so than it is in 4e). It’s been so long since I’ve played in games with limited magic treasure that I’ve really had to change my gaming mentality to keep things interesting. By thinking back to those fantastic campaigns I was part of in my younger years, I remember the awe and wonder in the simplest elements of the game. Everyone in the party doesn’t need a +1 sword to make their character interesting and to have fun. But when magic is introduced, it’s a big deal.

In a system with limited magic items, even consumables such as potions and scrolls are deemed valuable and important. They always have been, but when there are over 100 other magic items in a party, no one cares about a simple potion. But in a party where there are only one or two magic items, discovering a few potions in the treasure horde is a real find.

Categories
DM Resources

Greatest Hits 2013: 6 Tips for Making Potions Fun Again

While the Dungeon’s Master team enjoys some well-deserved vacation time, we’re breaking out the greatest hits and shining a spotlight on a few of our favourite articles from 2013. We’ve searched for hidden gems that our newer readers might have missed and our long-time readers will enjoy reading again. Enjoy a second look at these greatest hits from Dungeon’s Master.

All of the points I included in the original article deal with unidentified potions and the random things that may happen when a PC drinks one.

In tip 3. Mundane Identification I commented that I try to keep certain aspects of potions consistent so that players can learn what details will help them indentify new potions. This doesn’t mean that every healing potion should be blue and bubbly, but if that’s how you choose to describe them in your campaign world, try to keep it consistent. Regrettably I couldn’t find my master list from back in the day, but it’s easy enough to create your own. When PCs find potions be sure to describe the concoction by color, consistency, smell, and even taste.

Some generous DMs may allow a PC to take a very small sip to try and identify a potion. It won’t instill the potions effects upon the PC but it may reveal a familiar taste that will help them identify it. Of course if it’s poison then the PC will be subjected to the harmful effects. I used to do this but I found that I ended up including way more poison in the loot than seemed appropriate.

I’m going to take this opportunity to add one more tip for making potions fun again: 7. Mixing Potions. Sometimes PC will acquire potions that they can’t identify or just don’t feel are very useful. In 4e potions scale by tier so a paragon level party may find they have little use for some of the heroic tier potions. Clever players may decide to mix multiple potions together hoping that it will either create a new, better potions or just cause something fun and interesting to happen. I like this idea a lot and on the few occasions when this has happened I’ve rewarded the player’s ingenuity and imagination. Let the rule of cool guide your hand.

From July 2, 2013, Dungeon’s Master once again presents: 6 Tips for Making Potions Fun Again.

Categories
DM Resources

6 Tips for Making Potions Fun Again

potionsSome of my fondest memories of D&D involve a situation where a character drinks an unidentified potion. The results were usually chaotic, hilarious, or both. However, as D&D changed so to did the mystery and wonder that potions can bring to the game.

In 4e D&D the system became so magic heavy that potions were of little consequence. At low levels when a potion can actually make a difference, identifying them is automatic during a short rest. I can’t remember the last time characters had a potion in their inventory that they couldn’t identify.

I’ve recently started using the D&D Next rules during public play and in my home games. It draws heavy influence from the older editions of D&D where magic was rare (much more so than it is in 4e). It’s been so long since I’ve played in games with limited magic treasure that I’ve really had to change my gaming mentality to keep things interesting. By thinking back to those fantastic campaigns I was part of in my younger years, I remember the awe and wonder in the simplest elements of the game. Everyone in the party doesn’t need a +1 sword to make their character interesting and to have fun. But when magic is introduced, it’s a big deal.

In a system with limited magic items, even consumables such as potions and scrolls are deemed valuable and important. They always have been, but when there are over 100 other magic items in a party, no one cares about a simple potion. But in a party where there are only one or two magic items, discovering a few potions in the treasure horde is a real find.