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Potion Miscibility

Started by Becami, December 18, 2024, 05:15:42 PM

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Becami

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How do y'all handle potion mixing in your games?
If you have tables or systems, share them and we can discuss the pros and cons of them.

Thanks!

Sword Devil

I love the AD&D potion miscibility table. All killer no filler.

dvar

The times I needed to decide what the outcome would be I would just ponder what was being mixed and set a % chance of it being successful, failing and having consequences (turned to poison/exploding w/e) or just plain spoiling with no bad effect. That is to say - I never delved much on a alchemy themed adventure. If I did, I'd probably be more thematic and look up ideas for fun alchemy 'mini dice game' for the players to play during the session.

Mishihari

I mostly liked the old AD&D system but the max/min results were too extreme.  Neither a permanent effect nor literally boom you're dead are good for the game

T5un4m1

I use the rules from OSE, there are admittedly quite boring results. The death options seem too cruel to me. I haven't seen more interesting options yet.

Venka

The 5e table is pretty good, but nothing is as exciting as the older tables.
The main purpose seems to be to prevent players from using a pile of potions at once?  I'm not really sure what the deal is besides that.

I think the idea is fun if the PCs have relatively high access to potions, but if the table in question risks death because the guy wanted to be able to breath a couple d8s of fire and also take a cure potion, I mean, that discourages a fun interaction like that.  Which can be fine, depending on how gritty you are running.

Ygaragyr Xyagyxa

The AD&D table is pretty sweet all around for me.

T5un4m1

Quote from: Venka on December 19, 2024, 08:19:49 PMThe 5e table is pretty good, but nothing is as exciting as the older tables.
The main purpose seems to be to prevent players from using a pile of potions at once?  I'm not really sure what the deal is besides that.

I think the idea is fun if the PCs have relatively high access to potions, but if the table in question risks death because the guy wanted to be able to breath a couple d8s of fire and also take a cure potion, I mean, that discourages a fun interaction like that.  Which can be fine, depending on how gritty you are running.

I still can't get the thoughts about mixing out of my head

If in the rulebook mixing leads to:
1. mutual cancellation of effects - no one will mix.
2. death with a high probability, then the character will use it only in the most extreme case, when he knows that he will either drink and die or die right now in battle, for example

But what if mixing never cancels effects, but leads to consequences, not fatal, but serious.

1. Your blood D6 days like nectar for rats, they can smell it a mile away
2. Your digestive system mutates, only hot metal can satisfy your hunger
etc.

Do you think this is a viable idea? Unfortunately, I have not yet encountered a similar implementation option

Zalman

Quote from: T5un4m1 on December 20, 2024, 05:44:05 PMBut what if mixing never cancels effects, but leads to consequences, not fatal, but serious.

1. Your blood D6 days like nectar for rats, they can smell it a mile away
2. Your digestive system mutates, only hot metal can satisfy your hunger
etc.

Do you think this is a viable idea? Unfortunately, I have not yet encountered a similar implementation option

This sounds like a creative and fun implementation to me. I would expect more potion mixing to happen with such rules, which is clearly your intent.
Old School? Back in my day we just called it "School."

T5un4m1

Quote from: Zalman on December 20, 2024, 06:41:05 PMThis sounds like a creative and fun implementation to me. I would expect more potion mixing to happen with such rules, which is clearly your intent.

Thx for the feedback.

The goal is not to "mix more". Rather, it's to give players a choice - to gain more power, in exchange for consequences. "How far are you willing to go to get all these benefits?"

I think that then we need not just one table, but perhaps to add a modifier +X depending on the number of potions drunk. So that there is a difference in effects between two and three mixed potions.

For example, a table of 12 consequences, where 1 is the easiest, and 12 is the hardest.
Mixed 2 potions - roll D4
Mixed 3 potions - roll D4 + 4
Mixed 4 potions - roll D4 + 8