How have you handled Vitality Potions in your game?
Did you give some kind of limitations to their use?
I find that without some form of limitation they seem to diminish the purpose of the recovery action, but I’m curios to hear about your experiences.
Just looking at how it’s written, I don’t see an issue. It’s a 6 segment clock to make a single potion (probably 2-3 downtime actions), which gives you the result of about 2 downtime actions.
It’s not actually more resource efficient than healing naturally, it just lets you front load the resource expenditure to get you back into the action in a hurry during a crisis.
Sorry, I think I wasn’t clear enough.
Mine it’s not a real “issue” with the rule per se (I can see that if you create one, it’s not more effective than using an action to recover), I was thinking about Vitality Potions created by “others”.
How common are Vitality Potions in your game?
Would you allow your players to find a stash of them?
Do they have some other limitations or risks?
This kind of stuff.
Honestly, I’ve never had them come up in a game, but I think the most sensible limitation would just be to value them accordingly. A downtime action is worth 1 coin, so a Vitality Potion is worth about 2-3 coin.
Alchemists don’t come cheap!
Here’s some extra text from the book which addresses this a bit:
Some alchemicals can be purchased during downtime using the acquire asset activity. Any alchemical with a 4-clock to create counts as an exquisite item. Add an additional coin cost for larger clock sizes (+1 for 6-clock, +2 for 8-clock, +4 for 12-clock).
Thanks John Harper that’s super helpful!
Does that implies that drugs don’t really follow these principle because Hawkers don’t make so many coins just selling one or two doses?
I suppose that’s also the case with the Leech supply (or it would turn into a built in coin reserve).