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.
I like the variability of the 2e style approach here. Speaking of which, I might just have to have my next game be a 2e game. I think the young group of gamers I play with would love all of the Kit possibilities and there is already Mystara stuff for it.
Carter's role in speculative fiction history needs to be reassessed. He was a visionary editor and prolific author, even if his productions in the latter role were a bit derivative.
It's funny. I often deride his fiction writing for being so derivative, but I often find myself rereading it. I think I've read the Thongor series three or four times. It's very derivative. Very formulaic and very fun.
It may be "Eat, Attempt task, get captured, sleep, escape, eat..." but the combination of Robert Howard and Burroughs makes it so entertaining that I don't care. It was much better pastiche to Burroughs than the Gor Novels I started on in high school only to become shocked as they became less Planetary Romance and more...well...not my vibe.
I love this post! I also think you make valid points. And as always everything benefits from some old-school style of play.
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.
I like the variability of the 2e style approach here. Speaking of which, I might just have to have my next game be a 2e game. I think the young group of gamers I play with would love all of the Kit possibilities and there is already Mystara stuff for it.
Personally. I'd love to DM or play in a 2E game again. Haven't done it since 2001. Sadly 3E and Pathfinder is the reason I stopped playing.
Carter's role in speculative fiction history needs to be reassessed. He was a visionary editor and prolific author, even if his productions in the latter role were a bit derivative.
It's funny. I often deride his fiction writing for being so derivative, but I often find myself rereading it. I think I've read the Thongor series three or four times. It's very derivative. Very formulaic and very fun.
It may be "Eat, Attempt task, get captured, sleep, escape, eat..." but the combination of Robert Howard and Burroughs makes it so entertaining that I don't care. It was much better pastiche to Burroughs than the Gor Novels I started on in high school only to become shocked as they became less Planetary Romance and more...well...not my vibe.