Our group just finished up a campaign in Road to Legend and we ran into a few problems with potions.
In the final dungeon our overlord knew that he would not get his overlord deck for the final fight. He knew that he would have only his dragon. He realized that the only way for him to win the fight was to have us be nearly dead when the fight began. He proceeded to attack us just enough to bring us to near-death.
There was absolutely nothing we could do about this because for some reason the temple, when we need it most, has closed it's doors to us. So we could not go back to town to heal. The only way we would ever heal is if the overlord would kill us, but he would not take the final blow against us.
We had to resort to healing potions to try and heal back up enough to hopefully not get trounced in the final battle. With the limitation of only healing 3 wounds per healing potion, it took us several turns. By this time everyone had at least a +1 health upgrade from a rumor.
My question, why are healing potions not more effective as the campaign goes from copper to silver to gold. Should they not be able to heal more effectively and be viable the entire campaign? We realized the ineffectiveness of potions starting way back in silver, but we never had a problem with the overlord wanting to kill us until the final dungeon.
The healing potion thing combined with the irritatingly, laughable final battle really put a sour taste is our mouths. Why is it that the battle that means the most, the final one, the overlord is stripped off all benefits and skills of actually being an overlord.
We thought about this and proposed that the next campaign we will have the following values for healing potions
Copper - 3
Silver - 4
Gold - 5
Our original thought was a 3-5-7 spread, but we thought that might be a little much. Let me know what you all think.