D&D (2024) Potion miscibility, permanent effects and using potions in the future.

ECMO3

Legend
We had a 9th level Monk today who was under a potion of speed drink a potion of Cloud Giant Strength. Rolled a 00 on the mixing potions table (only one works but it is permanent). PC knows I rolled a 00 (all rolls public).

We were at a good time to stop so I said let me think about it and figure this out.

Question 1: Which should I make permanent? It says to make the "simplest effect" permanent. I am wondering if Haste or a permanent 27 Strength is more simple. I am guessing Strength?

Qestion 2: How does this work days from now when the PC drinks another potion? For example a potion of giant Strength lasts 1 hour, but it is permanent on this PC. So if 5 days from now he drinks a potion of healing do I roll on the table again, or is it assumed after 1 hour that the Giant Strength potion is done even though the effects aren't.

I realize I could make it work however I want, but I tell the PCs ahead of time we play RAW except for specific things, so I don't really want to go back on that, getting lucky is part of the game.
 

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Bit of a tough one, and why I dropped using the table.

On #1, you could either roll randomly to see which one takes effect, choose the first one drunken or the second (I think I'd choose the 2nd if you plan to continue to roll these kind of checks). I'd lean towards "choose" and go with the effects of the 2nd. That way, if this result comes up again, the effect changes to the newest potion.

On #2, couple of options - #1, additional potions no longer work, becoming mere fuel to extend the length of the potion. #2 roll for mixed results each time. #3 after the normal duration the permanent effects continue to work, but mix checks are no longer needed (my least favorite option). #4 after a long rest the "permanent" potion effect goes away (you could combine #1 and #4 - if no additional potions are drank within 24 hours, the magic fades. However, drinking any potion extends the effect another 24 hours, but has no other effect - you more or less make the character an addict).
 

If you're a fan of potion miscibility tables, use lower-stakes versions. The typical tables are good for one-shots, but otherwise, yeah, permanent 25 strength is pretty broken :')
 



If one potion is permanent than every other potion they ever drink will have to be checked on the mixing table, since they will still be affected by the permanent one. Therefore they will have a 35% chance of a problem every time from now on. This may help balance this.
 

Q1: It says "Choose the simplest effect to make permanent or the one that seems the most fun." As DM, of course you could choose but I might want to ask the player, too. Or when in doubt let the dice decide! Could be 50-50 or, if the player has a preference for an effect, maybe push the odds in their favor and make it 75-25. Either effect being permanent is pretty amazing.

Q2: I like the idea of having them roll again on the table if imbibing another potion even after the traditional duration of the spell has expired but… that might cause them never to drink another potion again which I guess could be an interesting tradeoff. I might want to poll my table to find out what the group would find most fun.

I think it important to let them know the dispel magic / similar magic caveat if you are going to employ it.
 

Read simplest as the one that is least likely to break your game!

That would be the potion of speed for a monk that is already getting many light attacks and is already pretty fast. The AC boost will be very nice for the monk but nothing as bad as adding an extra +5 above the maximum to every to hit and damage roll which will frankly be disgusting and likely to seriously unbalanced a class with so many attacks.

If you want further justification. The speed potion was the first potion that was drunk. It makes more sense that that be the one that is extended.
 
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Question 1: Which should I make permanent? It says to make the "simplest effect" permanent. I am wondering if Haste or a permanent 27 Strength is more simple. I am guessing Strength?
First, the book (2014 anyway...) says to use the simplest effect or the one which is most fun. Since this is the player's character, I would give the player the choice.

However, if you are ruling only simplest, then defintely Strength IMO. One static number, which impacts set things with a static bonus, OR haste which doubles speed, +2 AC and DEX saves bonus, and an addition action each turn.

STR 27 is +8, which is great of course, but not game breaking for a PC like a Monk. Giving a Monk double their already insane speed capabilities, more AC and even better DEX saves, and another dash, attack, etc. without having to spend ki would be more broken IMO.

The STR bonus, while impressive, is basically a +3 to attack and damage rolls 90% of the time. Monks might have Althetics proficiency, but just as often don't IME.

Either one will be very beneficial to the PC, but since you decided to allow a variant in a RAW game, if you find you don't like it you'll have to just accept it this time IMO and know better for next time.

Question 2: How does this work days from now when the PC drinks another potion? For example a potion of giant Strength lasts 1 hour, but it is permanent on this PC. So if 5 days from now he drinks a potion of healing do I roll on the table again, or is it assumed after 1 hour that the Giant Strength potion is done even though the effects aren't.
After the hour, the Strength potion ends. The effects have become permanent due to combining with the Speed potion, but the potion itself is no longer in play, so to say.

So, to be clear, the effects of the Strength potion are permanent, not the potion, itself.
 
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First, the book (2014 anyway...) says to use the simplest effect or the one which is most fun. Since this is the player's character, I would give the player the choice.

However, if you are ruling only simplest, then defintely Strength IMO. One static number, which impacts set things with a static bonus, OR haste which doubles speed, +2 AC and DEX saves bonus, and an addition action each turn.


After the hour, the Strength potion ends. The effects have become permanent due to combining with the Speed potion, but the potion itself is no longer in play, so to say.

So, to be clear, the effects of the Strength potion are permanent, not the potion, itself.
I was going to say almost exactly this.
 

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