
Kaato |
I think we can all agree that potions are beyond utterly useless in rise of the runelords . Except maybe the potion of healing and that one gets instantly used and returned to the box.
I wanted to share my houserule-fix here. In my games every item with the liquid trait can be recharged just like magical armors at the end of your turn.
You reckon this is too powerful?

Kaato |
I do think it's too powerful, for a couple reasons. First off, the majority of those portions are extremely powerful, and recharging them is to much. Second, it makes Sajan's power to recharge liquid books 100% worthless.
Don't forget that sajan recharges the potions when he uses them. This rule recharges potions when you don't use them. So instead of instantly discarding them to get them out of your hand you just put them back in your deck. If you use them they still get banished. And if you want use them you'll still need to keep them in your hand at some point.

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Ah misread your post. I still think it's a bit much. Armor is good to recharge because you never need more than 1, so it lets you get around that. Personally I don't think potions should have that power any more than any other non-armor card in the game should. Just because a card is a one shot for specific instances I don't think gives a reason to give it even more power.
If they did thinks like add a die or something I could see doing it. That's not what they do though, they automatically succeed/evade/etc. That's big, and keeping it versus losing it until you heal is a fair trade off for that power.

Kaato |
Ah misread your post. I still think it's a bit much. Armor is good to recharge because you never need more than 1, so it lets you get around that. Personally I don't think potions should have that power any more than any other non-armor card in the game should. Just because a card is a one shot for specific instances I don't think gives a reason to give it even more power.
If they did thinks like add a die or something I could see doing it. That's not what they do though, they automatically succeed/evade/etc. That's big, and keeping it versus losing it until you heal is a fair trade off for that power.
Good point,
Instead of auto-succeed I could treat them as add 1d10 to the skill however I reckon that's doing away with the elegance of one simple change.Another solution I was toying with was creating a potion-bag item which you could Bury to choose a potion from the box. But such a thing would require creating new cards, which brings other problems.
Still keeping potions in your deck which may or may not be useful seems still a drawback since they are so specific..

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In RotR, I never saw potions as "keep in dekc" cards. They were cards I loved finding during a scenario, but any that weren't played were sent back to the box afterwards. The amount of power in an auto succeed made them worth that at a minimum. If you do have Drunken Master Sajan then they definitely get kept in the deck.