26 thoughts on “When a limited use item is too good to use

  1. Man, I was the DM for this DND group for 2 years, I gave them a dozen awesome one use magical items that I spent hours on. None of them got used.

    There was an item that let him turn any roll into a natural 20. The whole party was literally on the verge of a team kill, everyone was dead or unconscious, it came down to a matter of if the last player standing was going to make a saving throw or not. Which he had a 75% chance to fail and the whole game would be over, he still didn’t use the item.

    Like seriously…. what the fuck guys.

  2. LEVEL ONE: “Okay, I don’t really need to use these potions. The enemies are easy.”

    LEVEL TEN: “I’m getting higher-level potions now… but I should keep the lower-level ones in case of an emergency.”

    LEVEL FIFTY: “I only have about two hundred potions that will fully heal me, so I should definitely keep holding on to the ones that barely heal me at all… along with the ones that might as well be water.”

    LEVEL NINETY-FIVE: “Ugh, I wish I could pick up this magical sword, but my inventory is somehow full again.”

  3. The first thing this reminded me of was that alien blaster in Fallout 3 (I think). Unique gun with very limited ammo. If I recall correctly, I saved, shot it once to see how strong it was, reloaded my save, then “saved” the ammo (meaning I just never used it again).

    I recognize that I do this in a ton of games, but I am powerless to overcome it. I do the same thing with currencies in games. If I build up and carry around a ton of money or even upgrade materials, I can’t bring myself to spend more than a tiny fraction of it – so that I can keep a stockpile.

  4. There was an item in the second series of Pokemon games for Gameboy called Sacred Ash that you got from the legendary Pokemon Ho-oh. It fully revived and restored your entire party, so effectively the best item in the game.

    I would happily wipe my party on the Elite 4 time after time than actually use it.

  5. Mathematically, the best time to use an all-party healing spell is when people have already fallen to zero. Any carry-over damage that doesn’t kill them outright goes away (negative hitpoints don’t exist in 5e past the point of calculating death).

    So the player has at least some basis for argument. If the player waits until all other party members have been knocked down before casting the all-party heal, then the total efficiency of their healing goes up!

    (This post is a joke and obviously overlooks the possibility of death and the lost action economy from characters missing their turns and having to stand back up.)

  6. People who play PnP stuff like that haven’t become sufficiently aware that their mechanics differ significantly from those of video games. Video games are a shit-ton more forgiving, even *without* saves. The other difference is the difficulty of bosses. D&D bosses can be ridiculously hard (used to sometimes be at least , looking at you 1st edition Acererak and and Drelnza). But even so, video games have a bigger range in how much harder bosses are then the relevant monsters and even more-so, how hard they are relative to each other even after you’ve accounted for party level. In video games, I happily slog through the random fights with almost only physical attacks and limited spell or potion healing, and save all my significant magic (attack magic and strong/group healing) for the last fight.

    Doesn’t work in PnP, and it’s a dick move if you’re a healer.

  7. In RPG’s, I almost always play the drug dealer. Sell price to weight, it’s usually the best value.

    Never get high on your own supply. Just collect and sell.

  8. I threw a pc off a cliff to his death. He finally used potion of gaseous form that he had been keeping since like session one.

    Next time my friend, next time…

  9. The funny thing is, in WoW, there was at least a period of time (haven’t healed since, was busy with other things on other characters) where overhealing could actually backfire. So being attentive and not overtopping the team was the way to go. I have no idea if this is still the case, but even then, I still used the heavier stuff when my party was about to take hits. It was a matter of knowing when to do it- but this character isn’t doing that, he isn’t using it when he NEEDS to use it, and his party is fucked. There is a fine line between “I don’t need to use this yet” and “Dangit, too late, sorry party!” and I always knew that line. Half the party being crippled is bad. Feitr needs to use that damned Goddess’ Blessing spell, and pronto.

  10. Every road trip with my family:
    “Pull over already, I’m dying back here”

    “We will pull over L A T E R”

    “L A T E R you’re gonna need a lot of T O W E L S back here”

    “I said… We will… Pull over… Later!!! Now hold it! BOTH ENDS!”

  11. A buddy in D&D was like that. Never used anything, much to the detriment of the party. I tried to break that mind-set…to no avail.

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