Tuesday, May 24, 2016
An OSR Heresy: On Healing Potions
When 3e D&D was the system du jour, the one idea that I could not abide was the magic item economy. The ability to go into a shop and buy a magical weapon or item drained the sense of wonder from the game. It took one of the issues that had always existed in D&D, the obsolescence of magic items, and codified a system around it. The result was a game that assumed players would buy magic items as part of a "build." Rejecting this idea did a lot to help unite the early OSR.
5e D&D generally didn't have the magic item economy, but it did have a healing potion on the equipment list. I've seen pushback against this in OSR circles, which find 5e healing too plentiful and easy. But on reflection, I find that I like the idea of a healing potion being a standard bit of equipment.
Part of the explanation for this is that I don't like the spell Cure Light Wounds. If it seems like an odd pet peeve, it comes down to the fact that I dislike the idea of a cleric as a healer. Dave Arneson's group introduced the cleric not as a medic but as a vampire hunter. OD&D didn't even give the class a spell until second level. But once the cleric gets there, he is on healing duty until he's done. AD&D compounded it by adding bonus spells, chaining the cleric to curing throughout combat.
I also don't like how Cure Light Wounds works with the hit point system. Hit points were a great innovation, allowing a quick, abstract method of combat that doesn't need hit locations and the like. But magical healing seems to fight against that abstraction. The 2-7 hit points (or 1-8 if you go with AD&D) restored by Cure Light Wounds don't represent physical wounds, so why are they healed this way?
The final flaw in CLW is that it just doesn't feel very magical. On the contrary, the high level Heal spell strikes me as how divine healing should work. It gives sight to the blind, cures disease, and repairs all physical injuries. It feels like a proper miracle. CLW feels like it's invoking the divine for a reason confined to the game world.
Healing potions are a lot like Cure Light Wounds: a magic item brewed only to restore a few hit points. They also exist in the same conceptual space as +1 Swords, where the effort to create them does not seem justified, and are correctly criticized as lazy treasure. But they have a clear strategic use, especially in parties without a cleric healer.
This is where alternative methods of brewing potions become interesting. A healing elixir doesn't have to be magical per se. An alchemist might distill it in his laboratory, a decoction that helps balance the humors. Or an herbalist can brew it as a mix of legitimate medicine, stimulant, painkiller, and psychoactive herbs. There are as many examples as there are real-world attempts to create medicine.
Having such brews in your game introduces several interesting variables. PCs have to be sure of the reliability of their potions. Depending on the quality and reliability of the source, there might be a 5%-25% or higher chance that a potion is a dud. The PCs might not detect this until it is too late. There is even an excuse to introduce literal snake-oil salesmen into the game, an aspect that too often seems to be missing. Equipment is too reliable and straightforward in D&D generally. The world is more interesting for the hucksters and con artists.
Beyond simple duds, a bad potion could be harmful. This might be a straightforward harm or any type of poison the referee can dream up. And there's a whole array of possible side effects even when they work. Just think of medicines in the real world. They could make you drowsy, give you nausea or diarrhea, or make you paranoid or anxious. Alchemical elixirs or herbal concoctions can follow suit. And the effects can be broader and weirder: changes to skin color, hallucinations, even minor magical effects such as floating or glowing.
I also think that alchemy itself is a valuable addition. It is a rich pseudoscientific framework full of interesting bits and bobs for your game world. Its symbols and ideas are great for framing an underworld environment. And the search for rare alchemical ingredients is a fine excuse to delve into unknown labyrinths. Healing elixirs are one logical step on the ladder to the philosopher's stone.
Alchemy also leads to other pseudosciences, such as astrology, which is too often overlooked in fantasy. There are rich symbols and ideas, and they can even work in conjunction with healing. An elixir might be most effective during a certain phase of the moon or while a certain constellation is highest in the sky. The idea of alchemy and astrology are natural for a pseudo-medieval world. All too often, fantasy seems to have a thoroughly modern worldview.
But elixirs don't have to be alchemical at all. They can instead be from any source, and in fact this can be true in the same campaign world. One might be from an alchemist, the second from an herbalist, and the third harvested from a rare plant deep in a jungle. The potential origins of healing elixirs offers room for a tremendous deal of variety. It makes the paltry d6 healing potion look pale by comparison.
The last bit of utility to squeeze from elixirs is that they are great gold sinks. D&D PCs always need more things to make the choice of how to spend gold pieces interesting. If a single d6 worth of healing costs 100 GP, that will take up a good chunk of treasure at low levels.That's worth something.
If they make healing too freely available, this kind of healing elixir offers enough benefits to offset it. And it certainly beats out Cure Light Wounds.
Snake oil image by Wesley Fryer, CC-BY