Thinking about the ideas in this post has made me think about some of the things from older editions of D&D that might not have needed to go away. I don’t lament not having to keep track of arrows because that was never fun, but I think the game might benefit – both mechanically and in terms of story – from adding back in some fun consumables. My chief concern with alchemical consumables is that, once you make them part of the game, they become just another part of the PC’s kit and power creep sets in. This is already happening to a slight degree in my Monday campaign with the patches that boost healing. It hasn’t yet become a problem, but I’m keeping a close eye on it.
In my high school campaign, the omega treasure was the “golden mushroom,” which gave you ten levels when you ate it. Obviously, that’s not possible these days, but it did inspire me to create a series of consumables. I like the idea that mushrooms aren’t something that the characters can just make. I have control over how often they appear.
You might not want to include this if the characters are already “spiking” your hard encounters.
It can be fun to give them something like this when you’re planning a saving throw heavy encounter some distance down the road.
Yes, that includes friendly diseases, effects and conditions. Think before you eat, kids.
I would put a firm limit on the number of these you hand out, but they can be chaotic fun.
This is definitely one of those consumables that would add to power creep.
This one would also.