Potent Potions


 * [[File:30px-Ambox important.svg.png]] Optional rule

Healing Consumables generally heal 10 hp per item level, unless they provide some kind of additional bonus or benefit, when they generally heal 6 hp per item level (often rounded up to a multiple of 10).

Also, the campaign introduces a new type of Bandolier.

Potion Bandolier: Potion Bandolier If you wear a potion bandolier, you can draw a consumable as part of the action that activates it. That is, you Interact to draw it as part of the Activate action to drink (or administer) it. You still need a free hand, so you might still have to spend a second action to change your grip on your weapon. The amount of consumables you can store in a bandolier is deliberately not limited, in order to not force you to keep track which consumables you carry where.

You'll note that while the healing is increased every other parameter stays the same. This table only covers the core potions and elixirs. Other healing consumables will follow the same pattern.

This change is for the following reasons, all related to the basic idea: to offer more options for in-combat healing.
 * In the core game there's no substitute to having a dedicated combat healer. I want the option to play without one to be more realistic.
 * If I ask you to keep fighting without the customary 10-minute breaks, you need the option to procure more in-combat healing
 * Less dice rolling. I see no upside in variable healing, just slower gameplay
 * Bigger upside to fighting with one hand free
 * Potions are simply too cost inefficient in the core game to be used much.

''For example: In the core game a Lesser Elixir of Life provides 3d6+6 healing. On average, this turns out to provide 0.55 hp per gold piece and more importantly 5.5 hp per action taken (assuming you need three actions to draw and drink the elixir and then re-wield your weapon. This is very low. Spending all those actions for only 16.5 hp on average (and a 50% risk of getting less than that!) just isn't worth it compared to bringing along a Cleric. In contrast, with the Potent Potions optional rule in play, the same elixir provides 1 hp per gold piece and 10 hp per action taken, which is nearly twice as much. There is also no risk of rolling low. If you in addition wear a potion bandolier, you end up getting 15 hp per action spent (assuming two actions needed), which is much more worth your while.''