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Niccolo's avatar

I love this post! I also think you make valid points. And as always everything benefits from some old-school style of play.

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Joe Schoolcraft's avatar

Interesting take. Here are my thoughts:

As a veteran 2E DM, I would use potions as incentive items gained from quests or crafting.

For example:

Player A - I want to make a potion with said ingredients.

DM - Roll an intelligence/wisdom check

Player A - passed

DM - roll a 1d100 for outcome

1 - 5: Critical failure (it explores doing damage or it's an unknown negative effect unbeknownst until it's used)

6-25: weakned version (1d4 healing/damage)

26-75: normal version (1d6)

76-95: exceptional version (1d8)

96-100: wondrous (1d12)

By using these factors I would also do this for shrines and their outcomes. It gives them risk/reward options that they must weigh. One wrong move can hurt the party but one right move won't truly affect game balance.

It's more of a creative solution to help players but not truly create imbalance.

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