... now with 35% more arrogance!

Sunday, September 4, 2011

Potion Reactions

Telecanter is posting about potions. Since today's post mentions the AD&D potion miscibility table, I thought about this a little. I like the general idea, but I prefer tables that (1) aren't percentile-based, and (2) are easier to memorize.

This sounds like a job for the reaction roll!

If you drink a potion while still under the influence of another potion, most of the time the new effect cancels the previous effect. Similarly, if you mix two or more potions in a container, most of the time only one potion works and the others are canceled. However, roll a d6: on a 6, there's an unusual effect, determined by a follow-up 2d6 roll on the potion reaction table (use the 2d6 column on the mechanics-neutral table, or change it to a different dice roll on the same table.)
  • Very High: one potion takes effect permanently. From now on, roll a d6 when drinking one potion; on a 6, use the potion reaction table again to see if the new potion interacts with the permanent effect.
  • High: both potions take effect normally.
  • Norm: both potions take effect, but the second potion lasts only 1d6/2 rounds.
  • Low: the first potion's effect is canceled, the second potion has a random potion effect.
  • Very Low: both potions are canceled, and there's a random harmful effect; either base it on a twisted version of one of the potions (Fire Resistance causes you to explode in flames, for example,) or roll as for a cursed scroll.

2 comments:

  1. most of the time the new effect cancels the previous effect

    I hadn't thought of this as an option. I'm going to try letting them go all gonzo and stack potions, if it doesn't work out I'll fall back to this idea.

    I really like your simplifying different mechanics to the reaction roll, but why did add the additional d6 this time? Was it too likely for the extreme events to occur?

    to see if the new potion interacts with the permanent effect.

    This is an interesting idea but I'm afraid it would become too much of a penalty for using potions, besides I don't want to have to remember to do it every time they drink another potion.

    Thanks for the ideas.

    ReplyDelete
  2. I really like your simplifying different mechanics to the reaction roll, but why did add the additional d6 this time?

    Mostly, to give an extra result, and to keep both the bonuses and penalties from happening too often. If you don't like the extra die roll, you can just use the reaction roll, especially if you aren't going to use the "cancel previous effect" option.

    ReplyDelete