For whatever reason in our campaigns all potions had three doses (uses).
The drawback was potions weren’t immediately identifiable.
My solution?
Well, I had a ton of hit points so I’d just down one dose of whatever potion we couldn’t identify.
Sometimes it was invisibility, sometimes it was poison.
Once it was lamp oil.
After about six times doing this it led to two important changes:
I got a saving throw bonus versus any potion (good or ill) and poison.
From then on all potions had two doses by default but came with handy labels.
Plottwist: Is not a lever, is a Wand of Go-Shock-Yourself (is also the reward for solving the puzzle)
For whatever reason in our campaigns all potions had three doses (uses).
The drawback was potions weren’t immediately identifiable.
My solution?
Well, I had a ton of hit points so I’d just down one dose of whatever potion we couldn’t identify.
Sometimes it was invisibility, sometimes it was poison.
Once it was lamp oil.
After about six times doing this it led to two important changes:
I got a saving throw bonus versus any potion (good or ill) and poison.
From then on all potions had two doses by default but came with handy labels.
Or. Fireball the lever
Solution:
Get an artificer, and wizard with detect magic and identify
That’s not a puzzle. Puzzles have win states. It’s just a sadistic torture trap masquerading as a puzzle.
Your players will hate you.
Im interested in usan’s bandito guts pfp