I though of a new drug for my game that will be introduced soon but though I would get your ideas on it.
Mana Taps 100g (pill) - Restore you as if you have just taken a Long Rest. The next time you try to take a long Rest Natural you must make a DC of 20 vs Con. If you fail you only get the benefit of a short rest and can not take short rest. This stay with you until you can pass you can pass 2 times in a Row. If fail by 10 or more you can not benefit from any rest until you pass 2 times . If you fail by 30 or more you die. If you are suffering the negatives the DC goes up by 1 for each time you take another dose.
Mana Taps are made by a special process of dragon blood.
Mind you like many drugs they will not be told about this pill negative effect at fist since it is new to the world. The idea for the traveling Drug dealers is to see if in a area for a while before moving on before people die from using their products.
Since D&D is a world where poition normaly do not have a side effect and getting effectly a Long Rest when ever they want I can see one or more of my players taking this and getting hooked. (Mind you the players are level 2 at the moment only and may be 4 or 5 when this comes into the game).
A adventure for it will be to Hunt down the people running this and stop them. Ether from a NPC paying to get revenge or One of the players getting hooked on it.
1.) Player takes the potion, gains a long rest instantly. 2.) Player tries to take a standard long rest 3.) Player must pass a DC20 Constitution saving throw or they do not benefit from the long rest and cannot take short rests (how does this last bit work)? 4.) This penalty lasts until the player has made the DC20 Constitution saving throw two successive times. 5.) The DC goes up by 1 point every time you take a dose of the drug if you have not made your two-in-a-row save. 5a.) Failure by 10 or more means the player cannot rest at all. 5b.) Failure by 30 or more means instant death.
Is this correct? If so...
DC20 Constitution is a lot for a drug, with some exceptionally awful effects for failure. Instant long rests are incredibly potent, yes, but if the players are unaware of the extreme danger level of the drug, it would be terrifyingly easy for them to get caught in a death spiral. Spellcasters - the ones who would be most desperate for 'free' long rests - are not generally known for their swole Con saves. Even an adult dragon's breath weapon doesn't require a 20 to pass, most of the ones with a Con save seem to be around 18 or 19.
Having to make this save, which for most casters would require the next best thing to a natural 20, twice in a row in order to shake the drug almost guarantees they won't be able to rest. This means exhaustion starts stacking up, which rapidly depletes the character's abilities. If they get to 3 Exhaustion they suffer disadvantage on their saves, meaning it becomes effectively impossible to achieve the required two successful consecutive saves. Characters could easily die of exhaustion if they cannot source another dose of the drug, and remember - a long rest only cuts off one level of exhaustion. If they're already at three, they get one chance to make that save - which is now DC21 or higher - or the exhaustion comes back and they're at disadvantage on saves again.
This drug, as written, stands a very good chance of killing any spellcaster at your table that isn't a sorcerer, unless your players are quite high level and have the scratch to cast Greater Restoration - assuming Greater Resto even works on it. Otherwise your wizards, your clerics, your bards, and most other spellcasters who'd be inclined to take this thing without knowing how deadly it is to recover their spell slots in the midst of a tense dungeon crawl or some other high-tension moment won't realize they may have effectively just killed themselves until the rest of the group vows to avenge their deaths by shutting down the drug ring.
If that's a story you want to tell? Have at it. Would certainly have a note of grim realism, given the way modern drugs can work. Otherwise I'd consider lowering the initial DC significantly and consider requiring two successes period, whether or not they're consecutive, to shake the drug after a dose if you want it to be dangerous but not a Slow yet Inevitable Demise Trap.
I do like the idea of 2 save only vs the 2 conservative saves. Also I did not think about Lesser Resto so I will have it where it gives advantage on your next save.
3.) Player must pass a DC20 Constitution saving throw or they do not benefit from the long rest and cannot take short rests (how does this last bit work)?
In effect a long rest will just become a short Rest. IE you can Not take a short rest (to twichy to rest) and when you take the Long rest you get the benefits of a short rest only since you did not rest as well as you should.
As to a exhaustion there are 2 house rules in the game that affect it alot that I should have posted. One exhaustion is healed 1 level on long or short rest. 2)When hit with a Crit you need to make a Con save vs 1/2 the damage or take 1 level of Exhaustion.
So in this wold it is easyer to get Exhaustion but it is easyer to remove the level as well.
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I spell Goodly.
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I though of a new drug for my game that will be introduced soon but though I would get your ideas on it.
Mana Taps 100g (pill) - Restore you as if you have just taken a Long Rest. The next time you try to take a long Rest Natural you must make a DC of 20 vs Con. If you fail you only get the benefit of a short rest and can not take short rest. This stay with you until you can pass you can pass 2 times in a Row. If fail by 10 or more you can not benefit from any rest until you pass 2 times . If you fail by 30 or more you die. If you are suffering the negatives the DC goes up by 1 for each time you take another dose.
Mana Taps are made by a special process of dragon blood.
Mind you like many drugs they will not be told about this pill negative effect at fist since it is new to the world. The idea for the traveling Drug dealers is to see if in a area for a while before moving on before people die from using their products.
Since D&D is a world where poition normaly do not have a side effect and getting effectly a Long Rest when ever they want I can see one or more of my players taking this and getting hooked. (Mind you the players are level 2 at the moment only and may be 4 or 5 when this comes into the game).
A adventure for it will be to Hunt down the people running this and stop them. Ether from a NPC paying to get revenge or One of the players getting hooked on it.
What do you all think about it.
I spell Goodly.
To clarify:
1.) Player takes the potion, gains a long rest instantly.
2.) Player tries to take a standard long rest
3.) Player must pass a DC20 Constitution saving throw or they do not benefit from the long rest and cannot take short rests (how does this last bit work)?
4.) This penalty lasts until the player has made the DC20 Constitution saving throw two successive times.
5.) The DC goes up by 1 point every time you take a dose of the drug if you have not made your two-in-a-row save.
5a.) Failure by 10 or more means the player cannot rest at all.
5b.) Failure by 30 or more means instant death.
Is this correct? If so...
DC20 Constitution is a lot for a drug, with some exceptionally awful effects for failure. Instant long rests are incredibly potent, yes, but if the players are unaware of the extreme danger level of the drug, it would be terrifyingly easy for them to get caught in a death spiral. Spellcasters - the ones who would be most desperate for 'free' long rests - are not generally known for their swole Con saves. Even an adult dragon's breath weapon doesn't require a 20 to pass, most of the ones with a Con save seem to be around 18 or 19.
Having to make this save, which for most casters would require the next best thing to a natural 20, twice in a row in order to shake the drug almost guarantees they won't be able to rest. This means exhaustion starts stacking up, which rapidly depletes the character's abilities. If they get to 3 Exhaustion they suffer disadvantage on their saves, meaning it becomes effectively impossible to achieve the required two successful consecutive saves. Characters could easily die of exhaustion if they cannot source another dose of the drug, and remember - a long rest only cuts off one level of exhaustion. If they're already at three, they get one chance to make that save - which is now DC21 or higher - or the exhaustion comes back and they're at disadvantage on saves again.
This drug, as written, stands a very good chance of killing any spellcaster at your table that isn't a sorcerer, unless your players are quite high level and have the scratch to cast Greater Restoration - assuming Greater Resto even works on it. Otherwise your wizards, your clerics, your bards, and most other spellcasters who'd be inclined to take this thing without knowing how deadly it is to recover their spell slots in the midst of a tense dungeon crawl or some other high-tension moment won't realize they may have effectively just killed themselves until the rest of the group vows to avenge their deaths by shutting down the drug ring.
If that's a story you want to tell? Have at it. Would certainly have a note of grim realism, given the way modern drugs can work. Otherwise I'd consider lowering the initial DC significantly and consider requiring two successes period, whether or not they're consecutive, to shake the drug after a dose if you want it to be dangerous but not a Slow yet Inevitable Demise Trap.
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Thank you for the Input.
I do like the idea of 2 save only vs the 2 conservative saves. Also I did not think about Lesser Resto so I will have it where it gives advantage on your next save.
In effect a long rest will just become a short Rest. IE you can Not take a short rest (to twichy to rest) and when you take the Long rest you get the benefits of a short rest only since you did not rest as well as you should.
As to a exhaustion there are 2 house rules in the game that affect it alot that I should have posted. One exhaustion is healed 1 level on long or short rest. 2)When hit with a Crit you need to make a Con save vs 1/2 the damage or take 1 level of Exhaustion.
So in this wold it is easyer to get Exhaustion but it is easyer to remove the level as well.
I spell Goodly.