Talk:Refillable Potions (3.5e Variant Rule)

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A Congregation of Nodes[edit]

I have occassionally pondered the possibility of having strategically important magic zones that are scattered about the game world. I feel like in order to make them important enough that the DM remembers to think about where they should be placed as part of their encounter/world design, they have to be more central to the game than merely recharging one potion per day. That said, I see that you considered this and made plenty of other options for recharging potions with. Not as exciting as doubling down enough to make nodes into a core part of the gameplay, but probably more likely to work.

From a Dark Souls perspective, I don't think this Dark Souls-inspired game mechanic makes the game more like Dark Souls at all; Bonfires work as reset buttons so that you can be guaranteed a fair four encounter workday, to ensure you don't get anywhere unless you commit to fighting all the way to another bonfire in one go. A congregation of nodes, however, seems like it would be an excellent place to keep your hideout when fighting a hit-and-run war of attrition.

If a character temporarily moves leylines, does that change the other intersections of those leylines all over the planet? :P --Foxwarrior (talk) 09:24, 20 April 2016 (UTC)

Most nodes of power refill ALL your potions, giving them a bit more "oomph", I think. Did I not convey that properly? And the DM can just say on the fly, "you find a node of power" without having to decide beforehand, if he sees the party needs some help with recovering resources after a particularly tough battle.
I also didn't want to make it literally Dark Souls-y. Mostly the point here is to make people not feel bad about actually using utility potions they find.
And no, temporarily "yanking" a ley line out of place only shifts it, but doesn't change any other crossings or ley lines.
Hopefully that makes sense. --Ghostwheel (talk) 11:43, 20 April 2016 (UTC)