I come to you with a new request, this time i need help balancing a new item i've created for my players to find, because i dont want to screw up the tension mood and danger level of my games.
Things to have in mind:
1-My group dont have a healer, and the only one who can cast heal is a moon druid focused on combat and selfhealing. Also the warrior can use a d10 to heal himself.
2-My group have 2 guys who can create healing potions, and the treasure level in my game is medium/high, since i apply the mortal critics table and the slow healing rules of the DMG.
3-I use the Xanathar's guide to everything skill rules, that allow players with herbalism competence to craft one potion in a long rest.
So, this is the item i need you to review:
A book that needs Salamander blood to be opened, and also that behaves like a dog (yeah, the book is able to grow cloth pawns and walk, even "bark", and it doesn't let anyone copy it), once the blood is in the vial of the book cover, a character needs to sintonize it making an animal handling check. No more blood is needed once sintonized with a character.
Once sintonized, the book allows the user to cast a ritual over night (long rest) and create an improved version of healing potion, wich heals 2d6+2 and cost the same amount of gold as a normal potion (25 gp).
And...that's pretty much all! What do you think of it? will it destroy my game balancing? would you change something?
So an average lv. 1 Cleric can heal about 1d8+3 twice a day using Cure Wounds. So the item by itself doesn't sound that overpowered, but it really depends on how easily they could create healing potions without it. If it's like normal healing potions, and it costs both resources and time, it doesn't sound too bad, but if it's easier, the item might be a bit overpowered
Be careful, though. If one of the players multi class into cleric (or die and roll up a new cleric character), the item might make them feel useless, or make it too hard to challenge them. You might want to say that the potions are stronger, but unstable, so that they only work for 24 hours. That way, the players can't hoard them.
So an average lv. 1 Cleric can heal about 1d6+3 twice a day using Cure Wounds. So the item by itself doesn't sound that overpowered, but it really depends on how easily they could create healing potions without it. If it's like normal healing potions, and it costs both resources and time, it doesn't sound too bad, but if it's easier, the item might be a bit overpowered
Be careful, though. If one of the players multi class into cleric (or die and roll up a new cleric character), the item might make them feel useless, or make it too hard to challenge them. You might want to say that the potions are stronger, but unstable, so that they only work for 24 hours. That way, the players can't hoard them.
This is a very interesting idea. However, have in mind that a character needs to spend a sintonyze slot, and spend a long rests in making a potion. Wouldnt it be too less to have them have one potion at a time?
Also your idea about one of them taking cleric levels and turning this item into a "dangerous help" is pretty cool, i also like the limit idea so they cant hoard a ton of potions with, lets say, a week of travel that let them end with 6 potions that heals 2d6+2 each, even if they need to expend 275 gp for that amount i think they will manage to get to that point.
I let my players use half the time and money to make healing potions. So far they have one of them that had proficiency in the herbalists kit. They too never focus much on healing.
The idea is fun. Maybe only one of the party can use their long rest for it? Maybe they have to actually buy the ingredients in a town before they leave? That way they have to plan how many Potions they can make?
Maybe you could add something like the healer feat? "A player can only benefit from one of these potions per Long Rest or the brew becomes poisonous? Honestly the game is balanced enough. Maybe another idea would be to make all healer kits heal 1 hp per charge on an unconscious player (and only heals them if it stabilizes them)? This would be very expensive (and heavy) to hoard kits but it would allow for less downtime waiting for characters to get back up off the ground after being knocked out.
Just some thoughts..
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I'm liking this website more and more; currently playing a Blood Hunter! Roll20 is where I play DnD 5E.
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Hellow fellow crafters of lore and destiny.
I come to you with a new request, this time i need help balancing a new item i've created for my players to find, because i dont want to screw up the tension mood and danger level of my games.
Things to have in mind:
1-My group dont have a healer, and the only one who can cast heal is a moon druid focused on combat and selfhealing. Also the warrior can use a d10 to heal himself.
2-My group have 2 guys who can create healing potions, and the treasure level in my game is medium/high, since i apply the mortal critics table and the slow healing rules of the DMG.
3-I use the Xanathar's guide to everything skill rules, that allow players with herbalism competence to craft one potion in a long rest.
So, this is the item i need you to review:
A book that needs Salamander blood to be opened, and also that behaves like a dog (yeah, the book is able to grow cloth pawns and walk, even "bark", and it doesn't let anyone copy it), once the blood is in the vial of the book cover, a character needs to sintonize it making an animal handling check. No more blood is needed once sintonized with a character.
Once sintonized, the book allows the user to cast a ritual over night (long rest) and create an improved version of healing potion, wich heals 2d6+2 and cost the same amount of gold as a normal potion (25 gp).
And...that's pretty much all! What do you think of it? will it destroy my game balancing? would you change something?
THANKS IN ADVANCE, I LOVE U!!
So an average lv. 1 Cleric can heal about 1d8+3 twice a day using Cure Wounds. So the item by itself doesn't sound that overpowered, but it really depends on how easily they could create healing potions without it. If it's like normal healing potions, and it costs both resources and time, it doesn't sound too bad, but if it's easier, the item might be a bit overpowered
Be careful, though. If one of the players multi class into cleric (or die and roll up a new cleric character), the item might make them feel useless, or make it too hard to challenge them. You might want to say that the potions are stronger, but unstable, so that they only work for 24 hours. That way, the players can't hoard them.
"What do you mean I get disadvantage on persuasion?"
I don't know, Sneet, maybe because your argument is "Submit and become our pet"?
-Actual conversation in a game.
This is a very interesting idea. However, have in mind that a character needs to spend a sintonyze slot, and spend a long rests in making a potion. Wouldnt it be too less to have them have one potion at a time?
Also your idea about one of them taking cleric levels and turning this item into a "dangerous help" is pretty cool, i also like the limit idea so they cant hoard a ton of potions with, lets say, a week of travel that let them end with 6 potions that heals 2d6+2 each, even if they need to expend 275 gp for that amount i think they will manage to get to that point.
Maybe a 48 hours limit can work? i dont know...
I let my players use half the time and money to make healing potions. So far they have one of them that had proficiency in the herbalists kit. They too never focus much on healing.
The idea is fun. Maybe only one of the party can use their long rest for it? Maybe they have to actually buy the ingredients in a town before they leave? That way they have to plan how many Potions they can make?
Fake it til you make it.
Maybe you could add something like the healer feat? "A player can only benefit from one of these potions per Long Rest or the brew becomes poisonous? Honestly the game is balanced enough. Maybe another idea would be to make all healer kits heal 1 hp per charge on an unconscious player (and only heals them if it stabilizes them)? This would be very expensive (and heavy) to hoard kits but it would allow for less downtime waiting for characters to get back up off the ground after being knocked out.
Just some thoughts..
I'm liking this website more and more; currently playing a Blood Hunter! Roll20 is where I play DnD 5E.