I didn't see this listed anywhere else.
I decided to play mostly by the rules in 4E, but something jumped out at me.
A Potion of Healing is 5th level, costs 50 GP, and does 10 points of healing with a Healing Surge instead of the normal amount.
While this sounds good at first level, it would seem that by 5th level when this item can be made, it doesn't do that much. At higher levels, it actually does less healing than a normal Healing Surge.
For example, level 1 Wizard has maybe 12 hit points. Going from 3 hits to 10 hits with a Healing Surge is real decent. But at 9th level, said Wizard has maybe 44 hit points and a Healing Surge does 11 hit points instead of 10 of the potion.
On the other end of the scale, the Fighter might have 18 hit points at first level and at level 6, 48 hits. So, shorty after the party can Brew its own Heal Potions, they no longer help the Fighter as much as most other forms of healing.
Sure, it's a Minor Action instead of a Standard Action like Second Wind, but huh?
Yes, I understand that a mid to high level, the Bloodied Fighter at 2 points below Bloodied can use a Minor Action and a Potion of Healing to get out of Bloodied without using up a Standard Action. So, there are some fairly rare cases at higher level where a Potion of Healing might still help out.
But as levels advance, so do the other feats/powers/items that allow PCs to heal.
It's just weird that a Potion of Healing that costs money heals the body more than other Healing Surges at low level, but less than a Healing Surges at high level. I just think that magical items that PCs purchase or craft should work better (not stronger, better). JMO.
On top of that, the Potions of Vitality and Recovery are SUPER SUPER expensive for little gain.
I think I might houserule these Potions to not use Healing Surges. This way, they become useful at all levels. Still more useful at lower levels, but a handful of cheap potions can still be real helpful at higher levels. It also adds back into the game system a little bit of resource management. Use up a Healing Surge, or use up a Potion. Both have pros and cons.
Another alternative is to just add the 25% of a normal Healing Surge to the potion gain. But, this alternative sounds a bit too powerful since it puts a Minor Action Second Wind (without using up a Second Wind use) into a Potion bottle.
I decided to play mostly by the rules in 4E, but something jumped out at me.
A Potion of Healing is 5th level, costs 50 GP, and does 10 points of healing with a Healing Surge instead of the normal amount.
While this sounds good at first level, it would seem that by 5th level when this item can be made, it doesn't do that much. At higher levels, it actually does less healing than a normal Healing Surge.
For example, level 1 Wizard has maybe 12 hit points. Going from 3 hits to 10 hits with a Healing Surge is real decent. But at 9th level, said Wizard has maybe 44 hit points and a Healing Surge does 11 hit points instead of 10 of the potion.
On the other end of the scale, the Fighter might have 18 hit points at first level and at level 6, 48 hits. So, shorty after the party can Brew its own Heal Potions, they no longer help the Fighter as much as most other forms of healing.
Sure, it's a Minor Action instead of a Standard Action like Second Wind, but huh?
Yes, I understand that a mid to high level, the Bloodied Fighter at 2 points below Bloodied can use a Minor Action and a Potion of Healing to get out of Bloodied without using up a Standard Action. So, there are some fairly rare cases at higher level where a Potion of Healing might still help out.
But as levels advance, so do the other feats/powers/items that allow PCs to heal.
It's just weird that a Potion of Healing that costs money heals the body more than other Healing Surges at low level, but less than a Healing Surges at high level. I just think that magical items that PCs purchase or craft should work better (not stronger, better). JMO.
On top of that, the Potions of Vitality and Recovery are SUPER SUPER expensive for little gain.
I think I might houserule these Potions to not use Healing Surges. This way, they become useful at all levels. Still more useful at lower levels, but a handful of cheap potions can still be real helpful at higher levels. It also adds back into the game system a little bit of resource management. Use up a Healing Surge, or use up a Potion. Both have pros and cons.
Another alternative is to just add the 25% of a normal Healing Surge to the potion gain. But, this alternative sounds a bit too powerful since it puts a Minor Action Second Wind (without using up a Second Wind use) into a Potion bottle.
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