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Pen & Paper Roleplaying Central => Pen and Paper Roleplaying Games (RPGs) Discussion => Topic started by: mcbobbo on June 02, 2014, 10:13:02 AM

Title: How does your fantasy game/table handle potions?
Post by: mcbobbo on June 02, 2014, 10:13:02 AM
I don't remember where I picked this up,  but when I hand out potions I always only describe what you can see and/or smell.  Bubbly red potion.  Smokey blue, etc.  Players can then identify or have them identified, or do samples.  If they opt to sip it they get a one-second version of the effect, which isn't always enough to figure out what it does.  I also try to keep my potion colors the same and logical.  Healing is always red.  Necromancy effects are black.  Animal-like effects are the color of that animal.  Etc.

How do you do potions?
Title: How does your fantasy game/table handle potions?
Post by: David Johansen on June 02, 2014, 10:24:39 AM
I generally have things I want the PCs to have given to them by trusted NPCs.  I think the most hastily accepted potion I ever saw was the disintery cure.

Otherwise all potions are foul smelling and vile.
Title: How does your fantasy game/table handle potions?
Post by: Exploderwizard on June 02, 2014, 10:32:17 AM
Quote from: mcbobbo;754820I don't remember where I picked this up,  but when I hand out potions I always only describe what you can see and/or smell.  Bubbly red potion.  Smokey blue, etc.  Players can then identify or have them identified, or do samples.  If they opt to sip it they get a one-second version of the effect, which isn't always enough to figure out what it does.  

Pretty much this actually.


Quote from: mcbobbo;754820I also try to keep my potion colors the same and logical.  Healing is always red.  Necromancy effects are black.  Animal-like effects are the color of that animal.  Etc.

Not quite the same here. The color and consistency of a potion in my campaigns isn't based on the effect, its based on the formula. There are different formulas for healing potions for example, because not all ingredients for a particular formula can be found everywhere.

Potion formulas can be found as treasure much like spells. It is possible to learn multiple formulas for the same potion. This is valuable because it allows for versatility when gathering ingredients. If there aren't any of those particular wild flowers you need growing in the area (or its the middle of winter), then you can use a different formula to make what you need, provided those ingredients are more readily available.
Title: How does your fantasy game/table handle potions?
Post by: pspahn on June 02, 2014, 10:35:07 AM
Quote from: mcbobbo;754820I also try to keep my potion colors the same and logical.  Healing is always red.  Necromancy effects are black.  Animal-like effects are the color of that animal.  Etc.

I like that. Hmmmn, that gives me an idea for an article.

I allow alchemists and herbalists to identify most potions with a few gp worth of tests. However, my players usually opt for the "take a sip" method which produces a reduced effect for a limited duration. Had some pretty funny results from that. Still don't know why "It looks and smells like horse piss" needed a taste test though. . .

Pete
Title: How does your fantasy game/table handle potions?
Post by: Brander on June 02, 2014, 11:09:52 AM
I find the very idea that you would take some random liquid from a dead enemy or an ancient treasure trove and drink it absurd that I mostly don't, except to let players buy potions from trusted alchemists in setting where that is appropriate.  I don't enjoy playing out the whole potion tasting game either, but that may be a reaction to some evil GMs early in my gaming career.

Not to say that my PCs or NPCs don't have vials of liquids on their persons, just that they are more likely to be the ingredients sold to the alchemists than the product.  I love the idea of the monster's body being the actual treasure.

I'm not saying potions as found treasure are bad, just not for me.  There are exceptions, but they are indeed exceptional.
Title: How does your fantasy game/table handle potions?
Post by: Ravenswing on June 02, 2014, 06:45:16 PM
Some of my elixirs are relatively standardized worldwide: aqua vitae has a distinctive taste and fragrance of apricots, Water of Emerald is, well, emerald-green, and the like.  

Most aren't, although regional variations are common: if you learned how to make Phoenix's Blood, and you're from the city of Warwik, either you learned the elixir from Master Malabar or you learned it from someone he trained, so most such elixirs in and around Warwik City are carmine red and smell of spruce ... except for Mistress Cyralie, who has a pollen allergy and worked out a substitute of apple blossoms.

Alchemists can readily assay them, and they're uncommon enough that players have no problem with salting the vials away until they can get to one.
Title: How does your fantasy game/table handle potions?
Post by: VectorSigma on June 02, 2014, 07:43:49 PM
I work under the assumption that different wizards (or whatever) may use very different formulas in crafting a potion.  Also, I like my potions pretty fickle so that the remain more in the 'wondrous' category and less in the 'tech' category - although I do have predictable snake-oil concoctions available for purchase from time to time, but they're never as "good" as a random potion.

The bizarre random potions are less of a concern because I allow PC wizards to identify them given time and testing.

(My current potion table is here (http://wampuscountry.blogspot.com/2012/05/d100-potions.html) - and conveniently turned into a one-click generator here (http://www.spycrat.random-generator.com/index.php?title=Wampus_Country_Potions).)
Title: How does your fantasy game/table handle potions?
Post by: everloss on June 02, 2014, 11:12:10 PM
Quote from: Brander;754832I find the very idea that you would take some random liquid from a dead enemy or an ancient treasure trove and drink it absurd that I mostly don't, except to let players buy potions from trusted alchemists in setting where that is appropriate.  

Same here.
Title: How does your fantasy game/table handle potions?
Post by: Old One Eye on June 02, 2014, 11:48:38 PM
Depends on the potion.  Some are labelled/mislabelled.  The look/smell/taste can sometimes infer the potion's properties or the alchemist who brewed it.  Sometimes the inference is a misdirection.  Sometimes tasting it reveals the properties, sometimes not.

If the system has a magic skill, I will allow a roll to figure it out if some time is spent studying.  If no magic skill, then a wizard or cleric can usually figure their respective potions out given time.

Identify works as well.
Title: How does your fantasy game/table handle potions?
Post by: Omega on June 03, 2014, 04:04:37 AM
Quote from: mcbobbo;754820I don't remember where I picked this up,  but when I hand out potions I always only describe what you can see and/or smell.  Bubbly red potion.  Smokey blue, etc.

Page 221 and 222 of the AD&D DMG.

I adapted it into some random descriptor tables and when a potion was discovered Id roll the elements and note it down. Thereafter, for that campaign, that was allways the elements of that potion. But two different types of potions might share one or two descriptors so you had to pay attention. So a potion of Healing and a potion of diminuition might both be fuming azure. So youd have to scrutinize it and hopefully remember that the healing potions are ribboned while this one you just found is layered.

Now on the other hand experimental potions might share some elements with their parent type. But be very different or subtly different in other areas.

Keeps em on their toes.
Title: How does your fantasy game/table handle potions?
Post by: jibbajibba on June 03, 2014, 04:50:31 AM
Quote from: Exploderwizard;754822Not quite the same here. The color and consistency of a potion in my campaigns isn't based on the effect, its based on the formula. There are different formulas for healing potions for example, because not all ingredients for a particular formula can be found everywhere.

Potion formulas can be found as treasure much like spells. It is possible to learn multiple formulas for the same potion. This is valuable because it allows for versatility when gathering ingredients. If there aren't any of those particular wild flowers you need growing in the area (or its the middle of winter), then you can use a different formula to make what you need, provided those ingredients are more readily available.

Love this idea and so I have just stolen it.
Fits into a load of other stuff as well where i had used some new age guff to map various things to "properties" now I can get formulae from those thigns combines and assign each of them an appearance flag allowing PCs to try and decypher stuff and those with the actual skills to do a far better job.

thanks :D
Title: How does your fantasy game/table handle potions?
Post by: pspahn on June 03, 2014, 10:52:21 AM
Quote from: Brander;754832I find the very idea that you would take some random liquid from a dead enemy or an ancient treasure trove and drink it absurd that I mostly don't, except to let players buy potions from trusted alchemists in setting where that is appropriate.  

Really??? In a world where people flip cards in a deck of many things, bathe  in magical fountains hoping to gain some added power, and jump off buildings because someone told you your ring made you light as a feather you find the notion of drinking potions found on an enemy absurd?
Title: How does your fantasy game/table handle potions?
Post by: Exploderwizard on June 03, 2014, 11:31:02 AM
Quote from: pspahn;755062Really??? In a world where people flip cards in a deck of many things, bathe  in magical fountains hoping to gain some added power, and jump off buildings because someone told you your ring made you light as a feather you find the notion of drinking potions found on an enemy absurd?


:D

I don't find the idea of potions absurd but I DO find some of the things players do kind of funny.

" Whew that manticore must have terrorizing the area for decades. Look at this lair!! "

" Don't know if I've seen this much poop in one place since we got rid of our 10 dogs. Lets look for treasure."

" Hey look there's a perfectly good broadsword under all this crap. Lets clean it up."

" Oooh I just dug out a bottle of liquid. Let me take a sip..."  

:rotfl:
Title: How does your fantasy game/table handle potions?
Post by: mcbobbo on June 03, 2014, 02:34:04 PM
http://m.timesofindia.com/city/hyderabad/Cure-all-cow-urine-finds-many-takers/articleshow/19421684.cms

...and that's with presumed desirable properties.   Let alone obvious magical ones.
Title: How does your fantasy game/table handle potions?
Post by: Brander on June 03, 2014, 07:36:05 PM
Quote from: pspahn;755062Really???

Yes

Quote from: pspahn;755062In a world where people flip cards in a deck of many things

I avoid those like the plague too.  Might as well be called 'Deck of Russian Roulette"

Quote from: pspahn;755062bathe in magical fountains hoping to gain some added power

This too is absurd, "Fountain of Russian Roulette."

Quote from: pspahn;755062jump off buildings because someone told you your ring made you light as a feather
I'd test it on a series of shorter falls first, and hope I didn't ever have to test it on a longer one.  Or I might have seen a previous user work it.

Quote from: pspahn;755062you find the notion of drinking potions found on an enemy absurd?

I played under some truly evil GMs in my youth, like ones who consider a folder an inch thick with dead PCs a badge of honor.*  I might have gamer paranoia from it :-)


*I was young and naive once too.  And in at least one case, the evil GM was a good friend, just, well, evil.**

**Not all evil GMs are bad GMs, as long as you know they are evil in advance.
Title: How does your fantasy game/table handle potions?
Post by: Brander on June 03, 2014, 07:40:37 PM
Quote from: mcbobbo;755126http://m.timesofindia.com/city/hyderabad/Cure-all-cow-urine-finds-many-takers/articleshow/19421684.cms

...and that's with presumed desirable properties.   Let alone obvious magical ones.

Are you suggesting that drinking cow urine isn't absurd, just because some people do it?  People do absurd things all the time, doesn't make them less absurd.
Title: How does your fantasy game/table handle potions?
Post by: mcbobbo on June 03, 2014, 08:27:25 PM
Quote from: Brander;755195Are you suggesting that drinking cow urine isn't absurd, just because some people do it?  People do absurd things all the time, doesn't make them less absurd.

I'm suggesting that people would jump at the opportunity to drink magic.  Or really, I'm stating it outright.
Title: How does your fantasy game/table handle potions?
Post by: Old One Eye on June 03, 2014, 09:28:23 PM
Quote from: Brander;755195Are you suggesting that drinking cow urine isn't absurd, just because some people do it?  People do absurd things all the time, doesn't make them less absurd.

If cow urine could make me fly, I would give it a shot.
Title: How does your fantasy game/table handle potions?
Post by: Brander on June 03, 2014, 10:42:41 PM
Quote from: mcbobbo;755199I'm suggesting that people would jump at the opportunity to drink magic.  Or really, I'm stating it outright.

Quote from: Old One Eye;755211If cow urine could make me fly, I would give it a shot.

It might also cause you to die a horrible death, since we are discussing sipping some random liquid found in a dungeon (referenced in my original IIRC).  That's the absurd part here.  You don't actually know if you are sipping magic or death.  Comparing it to drinking cow urine from someone you trust isn't really comparable, even if that is absurd as well.  I never suggested that potions themselves are absurd, it's the sipping random shit (possibly literally) in a dungeon (or from some random strangers bag).
Title: How does your fantasy game/table handle potions?
Post by: pspahn on June 04, 2014, 09:41:50 AM
Quote from: Old One Eye;755211If cow urine could make me fly, I would give it a shot.

:) Nice.

It also really depends on the tone of the setting too. In my Amherth or Ravenloft campaign PCs wouldn't dare take sips but in my Mystara or Greyhawk game they would.
Title: How does your fantasy game/table handle potions?
Post by: talysman on June 04, 2014, 10:21:21 AM
Back in the day, I don't recall doing anything special with potion descriptions. Nowadays, post-Nethack, I would do the randomized assignment of descriptors to effects, one sip causes fleeting effect, although it hasn't actually come up yet when I run games. No potions found, yet.

Quote from: Brander;755221It might also cause you to die a horrible death, since we are discussing sipping some random liquid found in a dungeon (referenced in my original IIRC).  That's the absurd part here.  You don't actually know if you are sipping magic or death.  Comparing it to drinking cow urine from someone you trust isn't really comparable, even if that is absurd as well.  I never suggested that potions themselves are absurd, it's the sipping random shit (possibly literally) in a dungeon (or from some random strangers bag).
I think the point being made is that all magic items, and many dungeon features, are equally randomly deadly or malignant. If you take out all dungeon tricks and traps, monsters with uknown "surprise" powers, and magic items, you may as well play Taverns and Turtles instead.

But what I don't get is why your monsters wouldn't have potions because you think a PC behavior is absurd. Does your evil sorcerer say to himself "if my enemies kill me, they might sip any potions in my possession and suffer ill effect! I'd better not have any potions, then!" Surely, just making potions easily identifiable without drinking would make more sense...
Title: How does your fantasy game/table handle potions?
Post by: AndrewSFTSN on June 04, 2014, 10:59:16 AM
I do the one-second effect from a sip, as a general rule.

However, I also include one potion in every dungeon that I design that I as the GM have no idea what it does, rolling a random potion effect the first time it's drunk.
Title: How does your fantasy game/table handle potions?
Post by: mcbobbo on June 04, 2014, 11:25:26 AM
I would think that unlabeled potion vials found in an enemy's backpack are probably safe to use.  They're being carried for a reason, and said enemy probably knew what they were.  There's a possibility that it is poison, sure,  but it's nearly certain that the potion isn't just an inert vile fluid.
Title: How does your fantasy game/table handle potions?
Post by: Brander on June 04, 2014, 02:22:12 PM
Quote from: mcbobbo;755286I would think that unlabeled potion vials found in an enemy's backpack are probably safe to use.  They're being carried for a reason, and said enemy probably knew what they were.  There's a possibility that it is poison, sure,  but it's nearly certain that the potion isn't just an inert vile fluid.

Pray those vials aren't from the pack of one of my PCs... enjoy your carrion crawler ichor.

Quote from: talysman;755279I think the point being made is that all magic items, and many dungeon features, are equally randomly deadly or malignant. If you take out all dungeon tricks and traps, monsters with uknown "surprise" powers, and magic items, you may as well play Taverns and Turtles instead.


There's endless rooms full of excluded middle between what I said and "take out all dungeon tricks and traps..."  It's one thing to pick up funky looking stick or dagger (or whatever else).  It's a WHOLE nother world of stupid to stick it in a bodily orifice...


Quote from: talysman;755279But what I don't get is why your monsters wouldn't have potions because you think a PC behavior is absurd. Does your evil sorcerer say to himself "if my enemies kill me, they might sip any potions in my possession and suffer ill effect! I'd better not have any potions, then!" Surely, just making potions easily identifiable without drinking would make more sense...

It's entirely possible they did have potions,and all you find are the empty vials after they used them.  I didn't/don't object to their existence, I object to the whole idea that any idiot would taste them while in the dungeon after slaying their owner (or finding it in some dusty chest).  If you come across "Mad Jack's Motivating Liquid" and you have indeed been a customer of Mad Jack, then maybe it might be understandable to give it a sniff and trust that it is indeed a potion of speed.  But that's because you trust Mad Jack's line of potions. (i.e. trusted alchemist, from my original post).  Of course, they may have already used their potion of speed and used the vial to gather some Fire Beetle spittle to sell to Mad Jack too.  It's the potion tasting game I mainly object to. Please leave potion identification to the professionals.
Title: How does your fantasy game/table handle potions?
Post by: RPGPundit on June 05, 2014, 11:22:07 PM
Quote from: mcbobbo;754820I don't remember where I picked this up,  but when I hand out potions I always only describe what you can see and/or smell.  Bubbly red potion.  Smokey blue, etc.  

Could you have picked this up from Nethack/Hack/Roguelike games?
Title: How does your fantasy game/table handle potions?
Post by: jibbajibba on June 06, 2014, 01:37:26 AM
So I was watching Penny Dreadful the other day (very good by the way) Dorian and Vanessa are walking though a conservatory (looked like the orchid house at Kew but may have been crystal palace).
Dorian shows Vanessa a plan and asks her to inhale its scent. She does and describes the fantastic aroma the fact it smells so good it makes you want to swallow the whole thing (she was far more poetic).
He then pointed out it was Deadly nightshade.

Reminded me of potions.