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I'm DMing in a homebrewed setting (weirdly, not my setting so I can't just change the rules) where stuff like magical items and magical potions are rare. So, I'm trying to throw the PCs a bone by introducing these items which can be made by an Herbalist with the right training.
My goals are to have each prepared item to (1) offer benefits which are great enough to make them tantalizing to players but (2) balance each one with a risk that makes it slightly less desirable than what you'd get in a magical potion.
I'd love any general feedback on the work-ability / risks of this; feedback on the specific proposed items below; or suggestions for items which you think would be of the type described. I don't mind if the risks are very high (PCs can make bad decisions if they want to), so long as you think PCs would look at the benefits and seriously consider using them (especially within the context of a world where they can't easily get a potion). Also, the party in question is pretty weak on Utility casting (by coincidence, no Cleric or Bard, the Wizard is an Conjurer and the Druid focuses on CC), so stuff that simulates common utility spells are, in practice, not even really in their reach. If it helps, they're level 6 (Rogue, Paladin, Fighter, Wizard, Druid, Monk/Rogue).
Example 1
- Benefits - same as potion of speed (Hasted for one minute)
- Costs - when it wears off you lose a turn (like haste), but (1) you can avoid this by reusing the substance and (2) each time you use the substance you need to make a save to resist an addictive effect by which you want to reuse it. The more times the substance is used, the greater the negative effects of coming off of it (after two uses, you gain a point of exhaustion, etc.). The addiction table stipulates increasing degrees to which the PC is willing to deviate from important plans to acquire / use the substance.
Example 2
- Benefits - Gain 15 temporary HP and advantage on Str / Con saving throws
- Costs - Gain disadvantage on Int / Wis saving throws
Example 3
- Benefits - Advantage on all dex related rolls (Initiative, Dex Saving, Attacks using Dex)
- Costs - Take an extra d6 damage when hit by any weapon which does slashing or piercing damage
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