I mean yea, you'd need multiple dungeon dives to get a SUPREME healing potion lol. Its a Very Rare magic item. You shouldn't be able to afford a Very Rare item from 1 dungeon dive (unless its a Mega Dungeon or an Adult+ Dragons hoard)
It is a very rare potion. A one shot heal. It is not a belt of fire giant strength, a +3 weapon, carpet of flying etc. Every edition before 5e seemed to understand one shot items were worth orders of magnitude less.
I mean yea, you'd need multiple dungeon dives to get a SUPREME healing potion lol. Its a Very Rare magic item. You shouldn't be able to afford a Very Rare item from 1 dungeon dive (unless its a Mega Dungeon or an Adult+ Dragons hoard)
It is a very rare potion. A one shot heal. It is not a belt of fire giant strength, a +3 weapon, carpet of flying etc. Every edition before 5e seemed to understand one shot items were worth orders of magnitude less.
Yea, its a VERY RARE magic item fam lol. Its gonna be expensive.
The price point is to ensure your players cant mass stack them easily.
I mean yea, you'd need multiple dungeon dives to get a SUPREME healing potion lol. Its a Very Rare magic item. You shouldn't be able to afford a Very Rare item from 1 dungeon dive (unless its a Mega Dungeon or an Adult+ Dragons hoard)
It is a very rare potion. A one shot heal. It is not a belt of fire giant strength, a +3 weapon, carpet of flying etc. Every edition before 5e seemed to understand one shot items were worth orders of magnitude less.
Yea, its a VERY RARE magic item fam lol. Its gonna be expensive.
The price point is to ensure your players cant mass stack them easily.
It is a on shot item fam lol and not a permanent effect one shot a perm +2 to a stat. It is not as impactful over the course of the game as any other very rare item by a long shot. The price point is bad as even a far far far less expensive cost would stop people from mass stacking them.
RAW in the 2024 rules a Potion of Healing costs 50 GP. If you go by the value of magic items in the DMG p. 217 (100 GP for Common, 400 GP for Uncommon, 4,000 GP for Rare, 40,000 for Very Rare) and its comment to halve cost for consumables other than spell scrolls would make healing potions cost 50, 200, 2,000 and 20,000 GP respectively.
To further back up this cost, I give you the rules text for +1/+2/+3 Ammunition:
"This ammunition is typically found or sold in quantities of ten or twenty pieces. Ten pieces of this ammunition are equivalent in value to a potion of the same rarity"
+1/+2/+3 ammunition sells for half price (in sets of ten) as its a consumable that costs the same as a Potion of Healing of the same rarity.
50 GP for a Potion of Healing 200 GP for a Greater Potion of Healing 2,000 GP for a Superior Potion of Healing 20,000 GP for a Supreme Potion of Healing
These same numbers are also reflected in the Xanathar's Guide to Everything segment "Downtime Revisited" in a table named "Potion of Healing Creation" where these prices are halved when crafted by yourself as opposed to buying from someone else.
RAW in the 2024 rules a Potion of Healing costs 50 GP. If you go by the value of magic items in the DMG p. 217 (100 GP for Common, 400 GP for Uncommon, 4,000 GP for Rare, 40,000 for Very Rare) and its comment to halve cost for consumables other than spell scrolls would make healing potions cost 50, 200, 2,000 and 20,000 GP respectively.
To further back up this cost, I give you the rules text for +1/+2/+3 Ammunition:
"This ammunition is typically found or sold in quantities of ten or twenty pieces. Ten pieces of this ammunition are equivalent in value to a potion of the same rarity"
+1/+2/+3 ammunition sells for half price (in sets of ten) as its a consumable that costs the same as a Potion of Healing of the same rarity.
50 GP for a Potion of Healing 200 GP for a Greater Potion of Healing 2,000 GP for a Superior Potion of Healing 20,000 GP for a Supreme Potion of Healing
These same numbers are also reflected in the Xanathar's Guide to Everything segment "Downtime Revisited" in a table named "Potion of Healing Creation" where these prices are halved when crafted by yourself as opposed to buying from someone else.
I'm glad they clarified, I hope the other guy from this necro thread finally realized that even WOTC agrees even a consumable **VERY RARE** item is going to be expensive. It's an absolute nightmare as a DM thinking my players would be able to stack multiple Supreme potions.
RAW in the 2024 rules a Potion of Healing costs 50 GP. If you go by the value of magic items in the DMG p. 217 (100 GP for Common, 400 GP for Uncommon, 4,000 GP for Rare, 40,000 for Very Rare) and its comment to halve cost for consumables other than spell scrolls would make healing potions cost 50, 200, 2,000 and 20,000 GP respectively.
To further back up this cost, I give you the rules text for +1/+2/+3 Ammunition:
"This ammunition is typically found or sold in quantities of ten or twenty pieces. Ten pieces of this ammunition are equivalent in value to a potion of the same rarity"
+1/+2/+3 ammunition sells for half price (in sets of ten) as its a consumable that costs the same as a Potion of Healing of the same rarity.
50 GP for a Potion of Healing 200 GP for a Greater Potion of Healing 2,000 GP for a Superior Potion of Healing 20,000 GP for a Supreme Potion of Healing
These same numbers are also reflected in the Xanathar's Guide to Everything segment "Downtime Revisited" in a table named "Potion of Healing Creation" where these prices are halved when crafted by yourself as opposed to buying from someone else.
I'm glad they clarified, I hope the other guy from this necro thread finally realized that even WOTC agrees even a consumable **VERY RARE** item is going to be expensive. It's an absolute nightmare as a DM thinking my players would be able to stack multiple Supreme potions.
I agree that is what Wizards thinks. I think they are wrong as are you and anyone who thinks the same way. A consumable is never nearly in the same ball park of power as a constant item. woo you healed once, woo. Lets say healed twice as its 1/2 cost. Meanwhile you could have had a staff of power. I wonder which is going to effect my campaign more, the spellcaster having a staff of power or having 2 supreme potions of healing. Just the wall of force function of the staff of power effects my game more. Even if we roll with items you do not have to attune, 2 potions of healing or a horn of Valhalla which impacts my game more. The horn and its not even close. +3 weapons do as well. There are some luxury items that probably wont like the horseshoes of the zephyr but I'd still rather have that if I used a mount instead of 2 potions of supreme healing some also have similar limits to a potion like the efreeti bottle which is still more powerful than 2 potions. But we also get manuals of bodily health etc. The potions pretty much always lose out and by a massive margin.
there is a wide range in cost between expensive enough that people wont buy stacks and 1/2 cost of a permanent item.
Well if you want to sell Very Rare items at a fraction of the price Very Rares should be sold, have fun with that. WOTC set the prices for Very Rares for a reason but you're welcome to playtest players having multiple Supreme Healing potions if you want, I guess.
i think the Critical Roll prices work best honestly, now hear me out....
Healing: 50 gp Greater healing: 100 gp Superior healing: 500 gp Supreme healing: 5,000 gp
this is what they use, the same as is posted in XGtE. Now your players have 20,000 gp and walk into a store to buy some potions. that doesn't mean you as a DM needs to make that store have 4 Supremes.... maybe the have 1 Supreme, 1 Superior, 3 Greater, and like 5 normal, lowering the price doesn't mean lowering the rarity. As a player I HATE when DMs go "you have the money to afford it? ya you find one and can get it" i mean that works with common adventuring gear or some uncommon items but not everything, just because i can afford that 25,000 gp diamond for true resurrection doesnt mean i can just walk into any random gem shop and they'll have it ya know? DMs, as a player its ok to tell you players the store doesnt have something and if your players have an issue with that then your DMing the wrong tables....
As a player I HATE when DMs go "you have the money to afford it? ya you find one and can get it" i mean that works with common adventuring gear or some uncommon items but not everything, just because i can afford that 25,000 gp diamond for true resurrection doesnt mean i can just walk into any random gem shop and they'll have it ya know? DMs, as a player its ok to tell you players the store doesnt have something and if your players have an issue with that then your DMing the wrong tables....
I've started to handle this with a handy table. Magic Item and Spell Component availability depends on the size of the settlement, and even then there's only a chance something is available. If something is unavailable, it might become available at a later time.
Magic Item Rarity
Spell Level
Where
Chance
Seller
Frequency
Common
Cantrip - 1st
Hamlet+
95%
Shop / Merchant
1 Work Week
Uncommon
2nd - 3rd
Town+
70%
Shop / Merchant
1 Work Week
Rare
4th - 5th
City+
30%*
Shop / Merchant
2 Work Weeks
Rare
4th - 5th
City+
5%*
Private Collector
Once Per City
Very Rare
6th - 7th
City+
5%
Private Collector
Once Per City
Legendary
8th - 9th
Capital
1%
Private Collector
Only Once
* A player looking for a Rare Magic Item or a Spell Component for a 4th-5th Level Spell initially has a 35% chance, represented as 30% chance a shop / merchant has it, and a 5% chance that a private collector has it. If they fail to find one, their chance of being able to get one in the same city later drops to 30%.
Example: A player wants a Holy Symbol worth at least 5gp to be able to cast Bless (1st Level Spell). They have a 95% chance to locate one for sale pretty much anywhere. If they don't find one for sale, they can try again in the same location a work week later. That same player also wants a +1 Amulet of the Devout (Uncommon Magic Item). They have to at least be in a Town, and then they have a 70% chance of finding one for sale. They're also looking for a Mace of Disruption (Rare Magic Item). They have to at least be in a City, and they start with a 35% chance of finding one for sale. If they don't succeed, they drop to a 30% chance and can try again in 2 work weeks. Finally, they're looking for a Diamond worth at least 25,000gp for True Resurrection (9th Level Spell). They have to be in a Capital, and they only have a 1% chance to find one for sale.
My players know of this table and I let them roll (d100) for their chances of success. It has worked well so far, sometimes they get what they want, sometimes they don't and have to improvise.
I like that table a lot! I haven't run games with magic items being readily available for purchase (running mostly modules lately) but I'd definitely reference this if it comes up.
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It is a very rare potion. A one shot heal. It is not a belt of fire giant strength, a +3 weapon, carpet of flying etc. Every edition before 5e seemed to understand one shot items were worth orders of magnitude less.
Yea, its a VERY RARE magic item fam lol. Its gonna be expensive.
The price point is to ensure your players cant mass stack them easily.
It is a on shot item fam lol and not a permanent effect one shot a perm +2 to a stat. It is not as impactful over the course of the game as any other very rare item by a long shot. The price point is bad as even a far far far less expensive cost would stop people from mass stacking them.
Idk what to tell you fam, Very Rare magic items are...
Wait for it....
Very Rare! Lmao
This thread is the best!
Thanks!
RAW in the 2024 rules a Potion of Healing costs 50 GP. If you go by the value of magic items in the DMG p. 217 (100 GP for Common, 400 GP for Uncommon, 4,000 GP for Rare, 40,000 for Very Rare) and its comment to halve cost for consumables other than spell scrolls would make healing potions cost 50, 200, 2,000 and 20,000 GP respectively.
To further back up this cost, I give you the rules text for +1/+2/+3 Ammunition:
+1/+2/+3 ammunition sells for half price (in sets of ten) as its a consumable that costs the same as a Potion of Healing of the same rarity.
50 GP for a Potion of Healing
200 GP for a Greater Potion of Healing
2,000 GP for a Superior Potion of Healing
20,000 GP for a Supreme Potion of Healing
These same numbers are also reflected in the Xanathar's Guide to Everything segment "Downtime Revisited" in a table named "Potion of Healing Creation" where these prices are halved when crafted by yourself as opposed to buying from someone else.
I'm glad they clarified, I hope the other guy from this necro thread finally realized that even WOTC agrees even a consumable **VERY RARE** item is going to be expensive. It's an absolute nightmare as a DM thinking my players would be able to stack multiple Supreme potions.
I agree that is what Wizards thinks. I think they are wrong as are you and anyone who thinks the same way. A consumable is never nearly in the same ball park of power as a constant item. woo you healed once, woo. Lets say healed twice as its 1/2 cost. Meanwhile you could have had a staff of power. I wonder which is going to effect my campaign more, the spellcaster having a staff of power or having 2 supreme potions of healing. Just the wall of force function of the staff of power effects my game more. Even if we roll with items you do not have to attune, 2 potions of healing or a horn of Valhalla which impacts my game more. The horn and its not even close. +3 weapons do as well. There are some luxury items that probably wont like the horseshoes of the zephyr but I'd still rather have that if I used a mount instead of 2 potions of supreme healing some also have similar limits to a potion like the efreeti bottle which is still more powerful than 2 potions. But we also get manuals of bodily health etc. The potions pretty much always lose out and by a massive margin.
there is a wide range in cost between expensive enough that people wont buy stacks and 1/2 cost of a permanent item.
Well if you want to sell Very Rare items at a fraction of the price Very Rares should be sold, have fun with that. WOTC set the prices for Very Rares for a reason but you're welcome to playtest players having multiple Supreme Healing potions if you want, I guess.
i think the Critical Roll prices work best honestly, now hear me out....
Healing: 50 gp
Greater healing: 100 gp
Superior healing: 500 gp
Supreme healing: 5,000 gp
this is what they use, the same as is posted in XGtE. Now your players have 20,000 gp and walk into a store to buy some potions. that doesn't mean you as a DM needs to make that store have 4 Supremes.... maybe the have 1 Supreme, 1 Superior, 3 Greater, and like 5 normal, lowering the price doesn't mean lowering the rarity. As a player I HATE when DMs go "you have the money to afford it? ya you find one and can get it" i mean that works with common adventuring gear or some uncommon items but not everything, just because i can afford that 25,000 gp diamond for true resurrection doesnt mean i can just walk into any random gem shop and they'll have it ya know? DMs, as a player its ok to tell you players the store doesnt have something and if your players have an issue with that then your DMing the wrong tables....
I've started to handle this with a handy table. Magic Item and Spell Component availability depends on the size of the settlement, and even then there's only a chance something is available. If something is unavailable, it might become available at a later time.
* A player looking for a Rare Magic Item or a Spell Component for a 4th-5th Level Spell initially has a 35% chance, represented as 30% chance a shop / merchant has it, and a 5% chance that a private collector has it. If they fail to find one, their chance of being able to get one in the same city later drops to 30%.
Example: A player wants a Holy Symbol worth at least 5gp to be able to cast Bless (1st Level Spell). They have a 95% chance to locate one for sale pretty much anywhere. If they don't find one for sale, they can try again in the same location a work week later. That same player also wants a +1 Amulet of the Devout (Uncommon Magic Item). They have to at least be in a Town, and then they have a 70% chance of finding one for sale. They're also looking for a Mace of Disruption (Rare Magic Item). They have to at least be in a City, and they start with a 35% chance of finding one for sale. If they don't succeed, they drop to a 30% chance and can try again in 2 work weeks. Finally, they're looking for a Diamond worth at least 25,000gp for True Resurrection (9th Level Spell). They have to be in a Capital, and they only have a 1% chance to find one for sale.
My players know of this table and I let them roll (d100) for their chances of success. It has worked well so far, sometimes they get what they want, sometimes they don't and have to improvise.
I like that table a lot! I haven't run games with magic items being readily available for purchase (running mostly modules lately) but I'd definitely reference this if it comes up.