Background: Conopeum fungus, or the Canopy Mushroom is a common medicinal ingredient, but is not easy to find, most shopkeepers have one or two, but it's not the cheapest, averaging at 1 gold and 6 silver The Potion: The Draught of Conopeum fungus is a basic healing potion, but with powerful effects. The Effects: The potion's effects have benefits, and downsides. The Benefits include: Healing the consumer for half their health, Reinforcing the armor class of the consumer. (disadvantage on all Hit/DC rolls targeted at the consumer) The Side-effects include: afflicting the consumer with fear, and making the consumer unable to comprehend any language.
Note: all effects (not including the healing or the in-comprehension of languages) wear off after the encounter has ended. Language comprehension note: effect lasts until after a long rest
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"A sentient pineapple, now why should i add that?" -Me
This reads like it was balanced for a completely different game than DND. It's wildly unbalanced, especially in favor of the drinker. Recovering half of your HP for a single potion, at the cost of not even 2 gold, is actually unbelievably broken
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I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
well...if money is very very sparse in your world, i could see this working maybe, but in a regular dnd game the cost doesnt outweigh the gain, a regular potion is like 50gp in a regular game and even rare or very rare potions wont restore half your hp always, this feels like at least a very rare potion that needs a higher cost to get
Not sure what you mean, mechanically speaking, when you say the consumer is afflicted by fear. I'll go ahead and presume it means that they have the "frightened" condition:
A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
The creature can't willingly move closer to the source of its fear.
Taken in this context, how does the condition play out? Is the potion bottle the source of their fear? How can they not willingly move closer to something they are holding in their hand? Are they relieved on the condition if they put the bottle in their pocket?
I agree with VanZoren. In addition, how does some generalized fear effect work? Setting aside that you probably mean the frightened condition, Fear has to be based on something, usually another creature, maybe an object. Just general fear would have no meaning or effect in game.
And the healing wears off after the encounter (typically, this would be written as the potion having a duration of 1 minute) So the character could just drop unconscious after a fight ends because the healing wore off? That's pretty weird.
yeah, i should have specified, i meant frightened, of whatever is up against the party, kinda like some medications that might give you anxiety
also, i meant the fungus costing that much, not the potion, because i know that it would be very unbalanced, i was planning on making the fungus like a less potent form of the potion but i haven't gotten to that yet
i might have to reword a couple things, i meant it instantly heals the player and then immediately wears off
edit: i forgot to mention that my campaign uses a custom currency, because I did'nt fully understand how gp works when i started the campaign so im trying to find the balance in pricing of things
"Huge benefit balanced by a drawback" items are just asking for abuse.
For example, there are several ways in 5e to achieve complete immunity from fear. Combine that with some workaround to language like telepathy or drawing pictures or "This is Grog. He doesn't talk," and you have eliminated all downsides.
I'm also unclear on the concept of it being a common ingredient that isn't easy to find. Wouldn't that make it uncommon?
I think a better way to approach this is to figure out (or state here) just exactly what the significance of this ingredient is supposed to be in your setting. Is it rare and powerful? Is it common but strange? How - in more general terms, not game mechanics - does it affect people who ingest it? With this info you can distill just exactly what this thing represents and only then do you start figuring out how to represent that in a balanced way with mechanics.
Background:
Conopeum fungus, or the Canopy Mushroom is a common medicinal ingredient, but is not easy to find, most shopkeepers have one or two, but it's not the cheapest, averaging at 1 gold and 6 silver
The Potion: The Draught of Conopeum fungus is a basic healing potion, but with powerful effects.
The Effects: The potion's effects have benefits, and downsides.
The Benefits include: Healing the consumer for half their health, Reinforcing the armor class of the consumer. (disadvantage on all Hit/DC rolls targeted at the consumer)
The Side-effects include: afflicting the consumer with fear, and making the consumer unable to comprehend any language.
Note: all effects (not including the healing or the in-comprehension of languages) wear off after the encounter has ended.
Language comprehension note: effect lasts until after a long rest
"A sentient pineapple, now why should i add that?" -Me
This reads like it was balanced for a completely different game than DND. It's wildly unbalanced, especially in favor of the drinker. Recovering half of your HP for a single potion, at the cost of not even 2 gold, is actually unbelievably broken
I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
well...if money is very very sparse in your world, i could see this working maybe, but in a regular dnd game the cost doesnt outweigh the gain, a regular potion is like 50gp in a regular game and even rare or very rare potions wont restore half your hp always, this feels like at least a very rare potion that needs a higher cost to get
Not sure what you mean, mechanically speaking, when you say the consumer is afflicted by fear. I'll go ahead and presume it means that they have the "frightened" condition:
Taken in this context, how does the condition play out? Is the potion bottle the source of their fear? How can they not willingly move closer to something they are holding in their hand? Are they relieved on the condition if they put the bottle in their pocket?
I agree with VanZoren. In addition, how does some generalized fear effect work? Setting aside that you probably mean the frightened condition, Fear has to be based on something, usually another creature, maybe an object. Just general fear would have no meaning or effect in game.
And the healing wears off after the encounter (typically, this would be written as the potion having a duration of 1 minute) So the character could just drop unconscious after a fight ends because the healing wore off? That's pretty weird.
yeah, i should have specified, i meant frightened, of whatever is up against the party, kinda like some medications that might give you anxiety
also, i meant the fungus costing that much, not the potion, because i know that it would be very unbalanced, i was planning on making the fungus like a less potent form of the potion but i haven't gotten to that yet
i might have to reword a couple things, i meant it instantly heals the player and then immediately wears off
edit: i forgot to mention that my campaign uses a custom currency, because I did'nt fully understand how gp works when i started the campaign so im trying to find the balance in pricing of things
"A sentient pineapple, now why should i add that?" -Me
i took your recommendation and edited the details, (i copied and pasted) i made sure to credit you for rewording it
"A sentient pineapple, now why should i add that?" -Me
adda apple that ends up turning into a dragon
no
"A sentient pineapple, now why should i add that?" -Me
why not it would be funny
it could be a baby dragon
no
"A sentient pineapple, now why should i add that?" -Me
"Huge benefit balanced by a drawback" items are just asking for abuse.
For example, there are several ways in 5e to achieve complete immunity from fear. Combine that with some workaround to language like telepathy or drawing pictures or "This is Grog. He doesn't talk," and you have eliminated all downsides.
I'm also unclear on the concept of it being a common ingredient that isn't easy to find. Wouldn't that make it uncommon?
I think a better way to approach this is to figure out (or state here) just exactly what the significance of this ingredient is supposed to be in your setting. Is it rare and powerful? Is it common but strange? How - in more general terms, not game mechanics - does it affect people who ingest it? With this info you can distill just exactly what this thing represents and only then do you start figuring out how to represent that in a balanced way with mechanics.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
Rating: 0/10