Potions of Nap and Mana
We’ve been running a weekly collaborative D&D campaign since January using the Roll 20 system, and it’s been a great experience. The game is set in Oldstone, a crossroads city in a desert region that was once the seat of a great necromantically focused empire. The city fell into ruin centuries ago as a result of wars with its neighbors but was resettled over the last century by enterprising travelers. A variety of colonial powers have fought over the reborn city and its surroundings, including an important trade route, only reaching an armistice just as the campaign began. It’s a region of political tensions, ancient tombs inhabited by a plethora of undead, and unhospitable surroundings that are home to some very tough and challenging creatures and not a few bandits.
While running some game sessions with extended fight sequences that sometimes turned into a series of skirmishes, we became dissatisfied with the resting system in D&D. While I think 5th edition features a significant improvement with the short rest option, the fact that those still take an hour to complete can sometimes really mess up the pacing of a game. If a fight was a little tougher than you thought it was going to be and the players aren’t quite sure about the resources they have left, they may well decide to take the extra time to complete a short rest rather than push ahead, even if that really throws a crimp in your narrative. Chase sequences or other scenarios that use a sense of urgency to build tension can particularly fall victim to this sort of issue. If the party decides to just give up and let the cultists sacrifice the victim because they don’t feel ready to take on another fight, then that might be an issue that could use a fix.
As a sort of patch for this issue, I turned to something that is quite common in the gaming genre, particularly in computer and online games, the “stamina” potion. The genre of LitRPG in particular seems to make frequent use of this notion of a restorative elixir that allows a battered hero to push on past exhaustion. Since the potion is itself a resource, it still feels like there is a limit and a cost for its use, even as it allows for the maintenance of narrative tension. It also has the advantage of creating a cash sink for the characters, something that seems to be increasingly important to provide as play reaches the middle levels and money has fewer uses even as it begins to scale.
My solution? Potions of “Nap.” These elixers enable characters to gain the advantage of a short rest in only a minute’s time span. So far they’ve been popular with the players and have allowed for some good narratively tense encounter strings without seeming to unbalance the game.
While I was doing this, I also added in another staple of MMO games, the “Mana” potion, which enable casters to gain back spell levels. Since only the wizard can get spell levels back with a short rest, and a limited number at that, this was also necessary as lack of spells was the second leading cause for characters to give up and take a rest (first place going to low hit points). The need to take a long rest was, if anything, even more debilitating, so I think the mana potion may be even more critical for facilitating the kind of fast-paced play that I was looking for and which is such a staple of the genre in general.
You may be wondering how such potions could be abused. I anticipated a few, and created some mechanics to prevent them. First, the potions don’t take effect immediately. You need a full minute. Second, the potions leave the imbiber a bit vulnerable during that period. Third, there’s an increasing and cumulative likelihood of becoming exhausted each time one drinks a potion after the first, that likelihood only resetting with an actual long rest. As a result, PCs can’t benefit from chugging rest and mana potions in the middle of a fight, and there’s a limit to how long they can push their resources in any given day.
Altogether, these potions seem to have really helped make more complex narratives with tense timelines and pacing much easier to run. Any tweak that helps make the game more fun and interesting and enables more flexible storytelling is good in my book. I hope you find these two items as useful as we have.
Magic Items of Oldstone
Located at a crossroads among several cultures with distinct magical traditions and amid the ruins of the Purn Necromancers, Oldstone is home to a diverse and significant assortment of magical items. Several common items are of particular use to adventurers and produced in significant quantities in the region. Perhaps the most pedestrian but also utilitarian of these are an assortment of potions that speed up the recovery rates for adventurers.
Potion of Nap
This potion provides the effects of a short rest for the imbiber. The character may spend hit dice and recover any abilities that regenerate after a short rest. Magic items used by the character are not affected.
It takes one minute for the potion of nap to take effect. During that period of time a character who has imbibed the potion has the condition poisoned, though the process is actually comfortable and relaxing rather than painful. Mostly, they are spacey and woozy. Imbibers are advised not to swing swords or operate heavy machinery.
If a character imbibes more than one potion of nap before a long rest, he or she must make a Constitution saving throw with a DC of 10 or gain a level of exhaustion. Subsequent potions of nap before a long rest increase the DC of the saving throw by 5 each time. A character who imbibes three potions of nap before a long rest must make a Constitution save with a DC of 15 or gain a level of exhaustion. For the fourth, the DC is 20, and so on.
Alchemists in the Oldstone region sell these potions for 100 gp, though the price has been known to vary with adventurer and mercenary demand and the scarcity of materials.
Potion of Mana
This potion restores spell levels to the imbiber. The imbiber can choose how those regained spell levels are distributed. For instance, a character drinking a potion of lesser mana regains 4 spell levels, and could accordingly restore 4 first level spell slots (if they had that many), 2 second level spell slots, 1 second level spell slot and 2 first level spell slots, 1 third level spell slot and 1 first level spell slot, or 1 singular fourth level spell slot. If the imbiber does not have enough spell slots to regain, any excess is wasted.
It takes one minute for the potion of manato take effect. During that period of time a character who has imbibed the potion has the condition poisoned, though the process is actually comfortable and relaxing rather than painful. Mostly, they are spacey and woozy. Imbibers are advised not to swing swords or operate heavy machinery.
If a character imbibes more than one potion of mana before a long rest, he or she must make a Constitution saving throw with a DC of 10 or gain a level of exhaustion. Subsequent potions of mana before a long rest increase the DC of the saving throw by 5 each time. A character who imbibes three potions of mana before a long rest must make a Constitution save with a DC of 15 or gain a level of exhaustion. For the fourth, the DC is 20, and so on.
Potion of | Rarity | Spell Levels Regained |
Lesser Mana | Common | 1d4+1 |
Greater Mana | Uncommon | 2d4 + 2 |
Superior Mana | Rare | 3d4 + 3 |
Supreme Mana | Very rare | 4d4 + 4 |
Alchemists in the Oldstone region often lesser mana potions, but the availabilities and prices of the other kinds are less reliable. Lesser mana potions generally cost about 100 gp. When they can be found, greater mana potions go for about 250 gp. The rare superior mana potion runs 750 gp, or more, if one can be found at all. Supreme mana potions, exceedingly rare, almost never appear on the market because the people who brew them typically do so for personal use. However, on the rare occasion that one has reached bidders, it has auctioned for a minimum of 1,500 gp.
While I’m all for editing the rules of the game to match your own game’s needs in general, especially since 5e is probably the most incomplete set of rules since 1e, when I read this I felt something really off, and it took me a while to sort out what it was. And it’s this:
Is the problem with your party deciding to stop and rest a problem with the game not being designed to allow continuous chase sequences by having a rest system that tries to make players make choices between continuing when they have depleted resources or trying to risk the consequences of taking a rest, or was the problem that you, as a DM, had decided that the players should have no choice in the matter but to continue no matter what, while at the same time, knowing what sort of system the game had, putting fights in the party’s way that would force them to have to take rests? Because trying to solve one is adding in more fun choices for the players to make, while trying to solve the other is trying to take choices out of the hands of players entirely so that you can focus on the story you’re forcing on them whether they like it or not.
Successive battles are inherently more dangerous and difficult to the party. It’s extremely hard to challenge a party that only fights one battle per day, as when all your HP and spells recover between battles, only pushing the party to a near TPK will leave a lasting impression. When players are forced to fight four or more battles in a day, with only a short rest between some of those fights, the players start looking at their abilities and rationing out which ones are worth using in this fight, and which ones they need to save in case something bigger lurks around the corner. It’s nearly impossible to keep threatening a level 5+ party with kobolds if they get fireballs every battle, but it’s a waste to use anything more than firebolt on them when they know there’s a white dragon in the inner chamber, so suddenly, the kobolds have some indirect menace and meaning in the game again, forcing players to constantly judge the danger they are in against the danger they MIGHT be in later on.
Any time you’re planning successive battles (such as a chase scene with rearguards to slow the heroes down), the enemies should be much weaker, while successive battles should give out more XP than they otherwise would (albiet not as much as the +50% multiplier you get for outnumbering the party, but more like +20%) due to the increased danger. (And treasure should be a massive payout if they complete all the successive battles in one run, while the monsters move most of the loot if the party stops to rest. Let the players know that happened, it’s another incentive to force strategic decision-making, which involves the PLAYERS making choices about the game, not the DM telling them the story they happen to be along for.)
Inversely, if you create a story where the players are always just in the nick of time, just like a JRPG where the same cutscene plays out no matter what, they’re going to play the game just like a JRPG. “Oh, there’s a meteor about to smash into the planet and destroy all life, and our archnemesis is there, calling it? Sounds like it’s time to do all the sidequests, because that sounds important. Enh, I’m sure the world will wait for us, because otherwise, it would ruin the DM’s precious plot, and the DM won’t want to do that!” If you create a system where there is no reason to think about player character limitations and all challenges are exactly measured to the party’s current strength without them having to think about whether something is or isn’t in their reach, then you’re teaching your players they have no reason to think or care about their actions, and they should just not pay attention. It’s a great way to make them bored because you’re telling a story to yourself.