So, a Potion of Healing from the local Heals-A-Lot store costs 50 gp.
The "Brewing Potions of Healing" section of the PHB states a character who has profciency with the Herbalism Kit ( a tool) can create a PoH for 25 GP of raw material which takes 1 day (8 hours).
The "Hirelings" section of the PHB states a Skilled Hireling can be hired for 2 GP/day, which includes anyone that is hired to perform a service that involves a proficency, including a tool.
So, rather than spend 250 gp on, say, 5 potions of healing, could a character hire a hireling to make a Potion of Healing each day for 5 days, for 125 GP in materials and 10 gp in Hireling Fees, for a grand total cost of 135 GP, vs 250 gp if purchased outright?
Seems like a deal, and something that could be worked out before going on an adventure, returning 5 days later to pick up the order.
RAW wise, I believe this is all correct but it'll be down to the DM if they actually allow it or even offer such a hireling in the first place. It's definitely one of those run it by your DM first type of ideas.
Personally, I wouldn't allow that strategy to be cheaper than just buying them from a shop because presumably the shop owner could similarly hire the hirelings to make the potions for that shop.
Yes, assuming you have a hireling available with the requisite skills, you could just have them always producing healing potions once a day for 27gp each.
Personally, I wouldn't allow that strategy to be cheaper than just buying them from a shop because presumably the shop owner could similarly hire the hirelings to make the potions for that shop.
Yea but the shop owner takes the difference as profit.
Ok great, thanks guys. I'm actually the DM, I just was wondering if I was reading this correctly. I may make it one of those things where someone they save can find them this deal as a reward, but restrict it somewhat based on the hireling's busy schedule. The party doesn't have much of a healer so they need a little boost at lower levels. Thanks!
The bastions section of the DMG (24) has features that allow the hirelings I. It to harvest and create potions of healing ( and/or greater healing) but you get 1 potion a week not 5-7 potions as this method would allow. As a DM I would probably only ally the hireling to work at bastion level or maybe a bit faster ( 1-3 potions/wk). Of course, as a player, I prefer this method 😁🤡
Ok thanks, I haven’t yet really checked out the bastions yet. But if they’re harvesting the item, does that mean the 25 gp expenditure for base components does not apply? That would be the trade off if so, I guess, less production but very little cost.
Personally, I wouldn't allow that strategy to be cheaper than just buying them from a shop because presumably the shop owner could similarly hire the hirelings to make the potions for that shop.
Either the shop owner is doing that (and managing the employees himself), or procuring them wholesale from someone else who is doing that.
The shop owner is also paying for storage of the potion and maintenance of the shop, any taxes, tarrifs, duties, or licenses that may apply, and his own time any that of any other employees he may have.
If it wasn't less expensive for someone else, somewhere, to manufacture the goods that you're buying than it was for you to buy them directly from the store, the store probably wouldn't have them for sale.
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🎵I'm on top of the world, looking down on creation, wreaking death and devastation with my mind.
As the power that I've found erupts freely from the ground, I will cackle from the top of the world.🎵
Ok thanks, I haven’t yet really checked out the bastions yet. But if they’re harvesting the item, does that mean the 25 gp expenditure for base components does not apply? That would be the trade off if so, I guess, less production but very little cost.
So, as the DM, you need to be a little careful about slavish devotion to the rules.
You are entirely free to adjust prices based on circumstances. I just played a published adventure where a merchant was selling Potions of Healing for 65 GP because the party was out in the middle of nowhere, and the merchant was part of a traveling caravan.
Similarly, you could easily say, 'The NPC is willing to waive his fee because of the favor you did for him, but he can only work one day a week' or whatever you want.
Additionally, you can decide how searching for the components rather than purchasing them works. Foraging might be impossible. You'll never find Cinnamomum Verum growing wild in England, for instance. Cinnamon has to be imported. If the healing potion requires something similar, then no amount of foraging will get around that. I recommend you choose this path now and consider working up harvesting rules when more comfortable.
However, if you decide the PCs can harvest the herbs, I suggest you balance the difficulty with the value of the herbs. For something players can buy for 25 GP, you are probably looking at around a week of non-dangerous work for your average NPC (who is paid 2 GP a day by the merchant for about 12.5 GP before marking it up to 25 GP to whoever buys it from them). Giving your theoretical NPC a bonus to their roll of +3 between their skills and their stats, we can come up with a ruling such as one roll per day, and they need a single success at DC 21 (they will roll an 18 or higher about once every 7 rolls). Alternately, if a successful roll only gives them half of what they need, the DC would only need to be a 17 since the theoretical NPC would average two successes per week.
On the other hand, if the NPCs have to go into the Spidergloom Deathwoods to harvest the herbs, there would be a greater risk, which would cause them to charge more for their daily wage, which means they are working fewer days. If we guess that it takes the NPC only three days to succeed in a single roll, then the DC might be 16, but if they fail the roll by more than 10, they now have to deal with giant spiders.
At this point, we are getting into Homebrew rules, which isn't bad; it's just more appropriate for the Homebrew forum.
Yes, I was just soliciting opinions, I've been DMing for many years and often go off slightly on my own minor rule changes. I was just curious if I was missing anything on these new healing potion rules, since it seems a workaround for saving gold at lower levels. I appreciate the suggestions, though my point is to have the hirelings handle all the work (I need to read the bastions section). But along those lines, they do know an alchemist gnome that has found an old elixir recipe book and has them looking for certain reagents while on their travels so he can try them out. For example, Devil's Toadstools, which he can distill to make a chemical that adds +1d4 fire damage to a weapon for each coating (generally for ammunition, and they only get a few "doses"). I like to add some minor expendible stuff like this for flavor and extra damage for boss fights, and it also gives them a minor side quests and reason to go back to visit the little guy, who can also throw out new plot hooks.
Another thing to consider is that the rules do not have to be symmetrical. Just because a PC with proficiency with the herbalism kit can brew healing potions, it does not mean that every NPC with such a proficiency can do the same. You would be entirely justified in ruling that NPCs with that ability charge more for their services, or even are unavailable.
So, rather than spend 250 gp on, say, 5 potions of healing, could a character hire a hireling to make a Potion of Healing each day for 5 days, for 125 GP in materials and 10 gp in Hireling Fees, for a grand total cost of 135 GP, vs 250 gp if purchased outright?
Why would a hireling work for 2 gp a day, when they can make the potions themselves and sell them for 25 gp a day?
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Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
So, rather than spend 250 gp on, say, 5 potions of healing, could a character hire a hireling to make a Potion of Healing each day for 5 days, for 125 GP in materials and 10 gp in Hireling Fees, for a grand total cost of 135 GP, vs 250 gp if purchased outright?
Why would a hireling work for 2 gp a day, when they can make the potions themselves and sell them for 25 gp a day?
Well, first, because Joe Hireling needs 25gp worth of raw materials to make his healing potion, and if he buys those himself, he's not making a profit.
If he instead sells the potions for 50gp, Joe Hireling has to find someone who:
Needs a Healing Potion.
Is not already making their own potions, or being supplied by someone who is.
Has at least 50 gp
Is willing to trade 50gp for a healing potion, peacefully.
Can be convinced that Joe Hireling is trading an actual, real healing potion for 50gp.
And while he's trying to do all that, he's not making more healing potions, and needs to store the healing potions he's made someplace where they won't get lost, broken, or stolen. And manage liquidity or production and gathering time so he can buy or otherwise obtain raw materials for healing potions. And keep in line with local regulations about the sales of his healing potions, or avoid scrutiny on those issues one way or another.
Or he can get paid to make healing potions out of someone else's materials, and not have to spend any time or effort on any of the above. He wont take in as much money per healing potion, but he'll probably have significantly less hassle to deal with.
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🎵I'm on top of the world, looking down on creation, wreaking death and devastation with my mind.
As the power that I've found erupts freely from the ground, I will cackle from the top of the world.🎵
So, rather than spend 250 gp on, say, 5 potions of healing, could a character hire a hireling to make a Potion of Healing each day for 5 days, for 125 GP in materials and 10 gp in Hireling Fees, for a grand total cost of 135 GP, vs 250 gp if purchased outright?
Why would a hireling work for 2 gp a day, when they can make the potions themselves and sell them for 25 gp a day?
For reasons similar to why people work for regular paychecks rather than run their own businesses.
Making and selling the potion, the hireling has to find someone selling the materials, pay for them, and only makes money when someone finally buys the potion. In modern terms, you are probably talking about an initial outlay of around $2,000-4,000. Sure, if you find someone willing to buy the potion, it pays off, but having that much money tied up until some adventurer comes along and buys your potion could be pretty stressful (and if the party's rogue just breaks in and steals it, you're really screwed).
On the other hand, working as a hireling, it is 2 GP guaranteed in their pocket with zero outlay.
edit: notovny just expressed it much better than I did.
So, rather than spend 250 gp on, say, 5 potions of healing, could a character hire a hireling to make a Potion of Healing each day for 5 days, for 125 GP in materials and 10 gp in Hireling Fees, for a grand total cost of 135 GP, vs 250 gp if purchased outright?
Why would a hireling work for 2 gp a day, when they can make the potions themselves and sell them for 25 gp a day?
Well, first, because Joe Hireling needs 25gp worth of raw materials to make his healing potion, and if he buys those himself, he's not making a profit.
If he instead sells the potions for 50gp, Joe Hireling has to find someone who
Pays the market rate for healing potions?
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Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
So, rather than spend 250 gp on, say, 5 potions of healing, could a character hire a hireling to make a Potion of Healing each day for 5 days, for 125 GP in materials and 10 gp in Hireling Fees, for a grand total cost of 135 GP, vs 250 gp if purchased outright?
Why would a hireling work for 2 gp a day, when they can make the potions themselves and sell them for 25 gp a day?
For reasons similar to why people work for regular paychecks rather than run their own businesses.
Those reasons don't particularly apply in a fantasy world
Let me re-phrase the original question slightly, and make it the question the party should be asking: what is the hireling really getting out of letting the party exploit their knowledge and rip them off?
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
So, rather than spend 250 gp on, say, 5 potions of healing, could a character hire a hireling to make a Potion of Healing each day for 5 days, for 125 GP in materials and 10 gp in Hireling Fees, for a grand total cost of 135 GP, vs 250 gp if purchased outright?
Why would a hireling work for 2 gp a day, when they can make the potions themselves and sell them for 25 gp a day?
Well, first, because Joe Hireling needs 25gp worth of raw materials to make his healing potion, and if he buys those himself, he's not making a profit.
If he instead sells the potions for 50gp, Joe Hireling has to find someone who
Pays the market rate for healing potions?
It takes time, knowledge, and connections to safely find such persons. He doesn't just put the potion in a bin by his door and have the money pop up in his inventory screen overnight.
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🎵I'm on top of the world, looking down on creation, wreaking death and devastation with my mind.
As the power that I've found erupts freely from the ground, I will cackle from the top of the world.🎵
So, rather than spend 250 gp on, say, 5 potions of healing, could a character hire a hireling to make a Potion of Healing each day for 5 days, for 125 GP in materials and 10 gp in Hireling Fees, for a grand total cost of 135 GP, vs 250 gp if purchased outright?
Why would a hireling work for 2 gp a day, when they can make the potions themselves and sell them for 25 gp a day?
Well, first, because Joe Hireling needs 25gp worth of raw materials to make his healing potion, and if he buys those himself, he's not making a profit.
If he instead sells the potions for 50gp, Joe Hireling has to find someone who
Pays the market rate for healing potions?
Yes, and that may not be as easy as it sounds. Your average person probably can't scrape up 25 GP ($4,000-8,000), and even if they can, the question is if they want to spend that much for something that can be used once to accomplish something that would happen anyway with a couple of good night's sleep.
So that's your starting subset. Now remove the people who can make it themselves.
Remove the people who are worried that Joe Hireling might be selling them water with dye (or worse) in it.
So now the group of potential clients is a pretty small group.
Joe Hireling needs to let these people know he has a supply of items that weigh about half a pound and sell for $4,000-$8,000 each. He will have to work hard to avoid being robbed.
Once he has done all that, Joe Hireling needs to meet with people who have relatively large amounts of money and tend to get injured often enough in situations to require healing potions (i.e., they don't get injured because of accidents, those people could wait for their injuries to heal. These people get injured because of violence.)
Joe Hirelinjg has to meet with these people who he quite likely doesn't know and hope they don't rob or murder since he is carrying $20.000 in potions.
If Joe Hireling is willing to do all that, why is he selling potions and not going out on adventures?
Or, he could just take the 2 GP a day, not have to worry about finding clients, not have to worry about the outlay for the ingredients, not have to worry about being killed by a bunch of murder-hoboes, and he can sleep relatively well at night since his house isn't filled with extremely valuable and portable goods.
So, rather than spend 250 gp on, say, 5 potions of healing, could a character hire a hireling to make a Potion of Healing each day for 5 days, for 125 GP in materials and 10 gp in Hireling Fees, for a grand total cost of 135 GP, vs 250 gp if purchased outright?
Why would a hireling work for 2 gp a day, when they can make the potions themselves and sell them for 25 gp a day?
Well, first, because Joe Hireling needs 25gp worth of raw materials to make his healing potion, and if he buys those himself, he's not making a profit.
If he instead sells the potions for 50gp, Joe Hireling has to find someone who
Pays the market rate for healing potions?
Yes, and that may not be as easy as it sounds. Your average person probably can't scrape up 25 GP ($4,000-8,000), and even if they can, the question is if they want to spend that much for something that can be used once to accomplish something that would happen anyway with a couple of good night's sleep.
So that's your starting subset. Now remove the people who can make it themselves.
Remove the people who are worried that Joe Hireling might be selling them water with dye (or worse) in it.
So now the group of potential clients is a pretty small group.
Joe Hireling needs to let these people know he has a supply of items that weigh about half a pound and sell for $4,000-$8,000 each. He will have to work hard to avoid being robbed.
Once he has done all that, Joe Hireling needs to meet with people who have relatively large amounts of money and tend to get injured often enough in situations to require healing potions (i.e., they don't get injured because of accidents, those people could wait for their injuries to heal. These people get injured because of violence.)
Joe Hirelinjg has to meet with these people who he quite likely doesn't know and hope they don't rob or murder since he is carrying $20.000 in potions.
If Joe Hireling is willing to do all that, why is he selling potions and not going out on adventures?
Or, he could just take the 2 GP a day, not have to worry about finding clients, not have to worry about the outlay for the ingredients, not have to worry about being killed by a bunch of murder-hoboes, and he can sleep relatively well at night since his house isn't filled with extremely valuable and portable goods.
So what you're saying is, basic healing potions shouldn't be priced at 50 gp, because there's no one who would sell them for that amount
Then feel free to change that in your world
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Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
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So, a Potion of Healing from the local Heals-A-Lot store costs 50 gp.
The "Brewing Potions of Healing" section of the PHB states a character who has profciency with the Herbalism Kit ( a tool) can create a PoH for 25 GP of raw material which takes 1 day (8 hours).
The "Hirelings" section of the PHB states a Skilled Hireling can be hired for 2 GP/day, which includes anyone that is hired to perform a service that involves a proficency, including a tool.
So, rather than spend 250 gp on, say, 5 potions of healing, could a character hire a hireling to make a Potion of Healing each day for 5 days, for 125 GP in materials and 10 gp in Hireling Fees, for a grand total cost of 135 GP, vs 250 gp if purchased outright?
Seems like a deal, and something that could be worked out before going on an adventure, returning 5 days later to pick up the order.
RAW wise, I believe this is all correct but it'll be down to the DM if they actually allow it or even offer such a hireling in the first place. It's definitely one of those run it by your DM first type of ideas.
Personally, I wouldn't allow that strategy to be cheaper than just buying them from a shop because presumably the shop owner could similarly hire the hirelings to make the potions for that shop.
Yes, assuming you have a hireling available with the requisite skills, you could just have them always producing healing potions once a day for 27gp each.
Yea but the shop owner takes the difference as profit.
Ok great, thanks guys. I'm actually the DM, I just was wondering if I was reading this correctly. I may make it one of those things where someone they save can find them this deal as a reward, but restrict it somewhat based on the hireling's busy schedule. The party doesn't have much of a healer so they need a little boost at lower levels. Thanks!
The bastions section of the DMG (24) has features that allow the hirelings I. It to harvest and create potions of healing ( and/or greater healing) but you get 1 potion a week not 5-7 potions as this method would allow. As a DM I would probably only ally the hireling to work at bastion level or maybe a bit faster ( 1-3 potions/wk). Of course, as a player, I prefer this method 😁🤡
Wisea$$ DM and Player since 1979.
Ok thanks, I haven’t yet really checked out the bastions yet. But if they’re harvesting the item, does that mean the 25 gp expenditure for base components does not apply? That would be the trade off if so, I guess, less production but very little cost.
Either the shop owner is doing that (and managing the employees himself), or procuring them wholesale from someone else who is doing that.
The shop owner is also paying for storage of the potion and maintenance of the shop, any taxes, tarrifs, duties, or licenses that may apply, and his own time any that of any other employees he may have.
If it wasn't less expensive for someone else, somewhere, to manufacture the goods that you're buying than it was for you to buy them directly from the store, the store probably wouldn't have them for sale.
🎵I'm on top of the world, looking down on creation, wreaking death and devastation with my mind.
As the power that I've found erupts freely from the ground, I will cackle from the top of the world.🎵
Charisma Saving Throw: DC 18, Failure: 20d6 Psychic Damage, Success: Half damage
So, as the DM, you need to be a little careful about slavish devotion to the rules.
You are entirely free to adjust prices based on circumstances. I just played a published adventure where a merchant was selling Potions of Healing for 65 GP because the party was out in the middle of nowhere, and the merchant was part of a traveling caravan.
Similarly, you could easily say, 'The NPC is willing to waive his fee because of the favor you did for him, but he can only work one day a week' or whatever you want.
Additionally, you can decide how searching for the components rather than purchasing them works. Foraging might be impossible. You'll never find Cinnamomum Verum growing wild in England, for instance. Cinnamon has to be imported. If the healing potion requires something similar, then no amount of foraging will get around that. I recommend you choose this path now and consider working up harvesting rules when more comfortable.
However, if you decide the PCs can harvest the herbs, I suggest you balance the difficulty with the value of the herbs. For something players can buy for 25 GP, you are probably looking at around a week of non-dangerous work for your average NPC (who is paid 2 GP a day by the merchant for about 12.5 GP before marking it up to 25 GP to whoever buys it from them). Giving your theoretical NPC a bonus to their roll of +3 between their skills and their stats, we can come up with a ruling such as one roll per day, and they need a single success at DC 21 (they will roll an 18 or higher about once every 7 rolls). Alternately, if a successful roll only gives them half of what they need, the DC would only need to be a 17 since the theoretical NPC would average two successes per week.
On the other hand, if the NPCs have to go into the Spidergloom Deathwoods to harvest the herbs, there would be a greater risk, which would cause them to charge more for their daily wage, which means they are working fewer days. If we guess that it takes the NPC only three days to succeed in a single roll, then the DC might be 16, but if they fail the roll by more than 10, they now have to deal with giant spiders.
At this point, we are getting into Homebrew rules, which isn't bad; it's just more appropriate for the Homebrew forum.
Yes, I was just soliciting opinions, I've been DMing for many years and often go off slightly on my own minor rule changes. I was just curious if I was missing anything on these new healing potion rules, since it seems a workaround for saving gold at lower levels. I appreciate the suggestions, though my point is to have the hirelings handle all the work (I need to read the bastions section). But along those lines, they do know an alchemist gnome that has found an old elixir recipe book and has them looking for certain reagents while on their travels so he can try them out. For example, Devil's Toadstools, which he can distill to make a chemical that adds +1d4 fire damage to a weapon for each coating (generally for ammunition, and they only get a few "doses"). I like to add some minor expendible stuff like this for flavor and extra damage for boss fights, and it also gives them a minor side quests and reason to go back to visit the little guy, who can also throw out new plot hooks.
Another thing to consider is that the rules do not have to be symmetrical. Just because a PC with proficiency with the herbalism kit can brew healing potions, it does not mean that every NPC with such a proficiency can do the same. You would be entirely justified in ruling that NPCs with that ability charge more for their services, or even are unavailable.
Why would a hireling work for 2 gp a day, when they can make the potions themselves and sell them for 25 gp a day?
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Well, first, because Joe Hireling needs 25gp worth of raw materials to make his healing potion, and if he buys those himself, he's not making a profit.
If he instead sells the potions for 50gp, Joe Hireling has to find someone who:
And while he's trying to do all that, he's not making more healing potions, and needs to store the healing potions he's made someplace where they won't get lost, broken, or stolen. And manage liquidity or production and gathering time so he can buy or otherwise obtain raw materials for healing potions. And keep in line with local regulations about the sales of his healing potions, or avoid scrutiny on those issues one way or another.
Or he can get paid to make healing potions out of someone else's materials, and not have to spend any time or effort on any of the above. He wont take in as much money per healing potion, but he'll probably have significantly less hassle to deal with.
🎵I'm on top of the world, looking down on creation, wreaking death and devastation with my mind.
As the power that I've found erupts freely from the ground, I will cackle from the top of the world.🎵
Charisma Saving Throw: DC 18, Failure: 20d6 Psychic Damage, Success: Half damage
For reasons similar to why people work for regular paychecks rather than run their own businesses.
Making and selling the potion, the hireling has to find someone selling the materials, pay for them, and only makes money when someone finally buys the potion. In modern terms, you are probably talking about an initial outlay of around $2,000-4,000. Sure, if you find someone willing to buy the potion, it pays off, but having that much money tied up until some adventurer comes along and buys your potion could be pretty stressful (and if the party's rogue just breaks in and steals it, you're really screwed).
On the other hand, working as a hireling, it is 2 GP guaranteed in their pocket with zero outlay.
edit: notovny just expressed it much better than I did.
Pays the market rate for healing potions?
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Those reasons don't particularly apply in a fantasy world
Let me re-phrase the original question slightly, and make it the question the party should be asking: what is the hireling really getting out of letting the party exploit their knowledge and rip them off?
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
They aren't being ripped off. They're being paid the going rate for their work.
It takes time, knowledge, and connections to safely find such persons. He doesn't just put the potion in a bin by his door and have the money pop up in his inventory screen overnight.
🎵I'm on top of the world, looking down on creation, wreaking death and devastation with my mind.
As the power that I've found erupts freely from the ground, I will cackle from the top of the world.🎵
Charisma Saving Throw: DC 18, Failure: 20d6 Psychic Damage, Success: Half damage
Yes, and that may not be as easy as it sounds. Your average person probably can't scrape up 25 GP ($4,000-8,000), and even if they can, the question is if they want to spend that much for something that can be used once to accomplish something that would happen anyway with a couple of good night's sleep.
So that's your starting subset. Now remove the people who can make it themselves.
Remove the people who are worried that Joe Hireling might be selling them water with dye (or worse) in it.
So now the group of potential clients is a pretty small group.
Joe Hireling needs to let these people know he has a supply of items that weigh about half a pound and sell for $4,000-$8,000 each. He will have to work hard to avoid being robbed.
Once he has done all that, Joe Hireling needs to meet with people who have relatively large amounts of money and tend to get injured often enough in situations to require healing potions (i.e., they don't get injured because of accidents, those people could wait for their injuries to heal. These people get injured because of violence.)
Joe Hirelinjg has to meet with these people who he quite likely doesn't know and hope they don't rob or murder since he is carrying $20.000 in potions.
If Joe Hireling is willing to do all that, why is he selling potions and not going out on adventures?
Or, he could just take the 2 GP a day, not have to worry about finding clients, not have to worry about the outlay for the ingredients, not have to worry about being killed by a bunch of murder-hoboes, and he can sleep relatively well at night since his house isn't filled with extremely valuable and portable goods.
So what you're saying is, basic healing potions shouldn't be priced at 50 gp, because there's no one who would sell them for that amount
Then feel free to change that in your world
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)