New, custom healing potions are now being used
Moderators: Dasaria Game DMs, A&SI Moderators
New, custom healing potions are now being used
I have implemented custom heal pots that will be available in the merchants, replacing the standard cure light, moderate, strong and critical potions. The new potions come in three varieties (except light and strong which currently come in only two).
The three varieties are type 1, 2 and 3. Type 1 will give a slow rate of healing, over a longer duration. Type 2 will give a medium rate of healing over a shorter duration. Type 3 will give the fastest rate of healing, in the shortest period of time. Type 1 is the cheapest, then type 2 and type 3s are the dearest.
Regular potions are now no longer available in Mae's or Rams. They will however still drop in treasure drops just like they have always done. They can also be crafted in the same way as before.
If you have any questions, I am happy to answer them.
The three varieties are type 1, 2 and 3. Type 1 will give a slow rate of healing, over a longer duration. Type 2 will give a medium rate of healing over a shorter duration. Type 3 will give the fastest rate of healing, in the shortest period of time. Type 1 is the cheapest, then type 2 and type 3s are the dearest.
Regular potions are now no longer available in Mae's or Rams. They will however still drop in treasure drops just like they have always done. They can also be crafted in the same way as before.
If you have any questions, I am happy to answer them.
It's just a game...
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Out of curiosity, what was the reason for the change? Was there something broken about the old potions?
Also, if a player drinks two of the slow-healing potions back-to-back, does the healing rate double, or does one just go to waste?
Also, if a player drinks two of the slow-healing potions back-to-back, does the healing rate double, or does one just go to waste?
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Nothing was broken with the old potions, but because of stockpiling, people were able to remain largely immune to damage, because within 3 rounds they could be back to full health. Now, the potions cure over a longer period, and to answer your second question, no, currently there is no stacking.
I have just pulled the new potions and replaced them with the old ones, on account of the new ones not actually healing (dispite all local tests where they worked fine). So hopefully this change will be coming in the near future.
I have just pulled the new potions and replaced them with the old ones, on account of the new ones not actually healing (dispite all local tests where they worked fine). So hopefully this change will be coming in the near future.
It's just a game...
I haven't seen these potions in action, but the first idea i had when i read this was: i just hope they cannot be exploited as some kind of regeneration spell. So i would say that the effects must not stack or people will just drink a few of these potions before each battle and things will become worse than they are today. Or the effect must completely stop when you are at full health. Or.... 
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Stormknife
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Does it turn off once you're at full HP, or does the effect just wait until you're injured again? For example would it do this:
Round 1: Drink potion. 10/20 HP.
Round 2: Potion ticks. 20/20 HP.
Round 3: Haven't taken any damage. 20/20 HP.
Round 4: Take 5 damage. 15/20 HP.
Would the potion tick again and put you back to 20? Or is it dispelled after round 2?
Round 1: Drink potion. 10/20 HP.
Round 2: Potion ticks. 20/20 HP.
Round 3: Haven't taken any damage. 20/20 HP.
Round 4: Take 5 damage. 15/20 HP.
Would the potion tick again and put you back to 20? Or is it dispelled after round 2?
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broncoblitz
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broncoblitz
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urgualamand
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This is very good news
This makes the clerics healing seem more like an instant blessing, where the potions will have a kind of drink and enjoy the healing feel to them
Hope it works out as it sounds.. Awesome in every aspect!
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ErictheRed
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I think this is a reasonable change, but I would have thought it would be simpler to just limit potions available in stores to nothing stronger than Cure Moderate Wounds potions. I definitely think the idea is good though; it's kind of silly that you can regain close 200 or so hit points in 3 rounds!
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