I used yellow for health to avoid red/green colourblind issues
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I love the possibility of having a red/green colorblind character and having to roll to hopefully pick the right potion when they both health potion and poison in their bag.
I feel like any decent adventurer would develop a system. I hear blind people will fold their paper money a certain way so they can differentiate between the different values...
Most countries have varying sizes and tactile features to distinguish denominations.
Sure but it falls apart when an asshole gives them a dollar change instead of a 20 and they fold it as a 20. Any system relies on having trust that the system was done correctly as you can't verify.
Not sure if this is more or less of a problem for people wtih red-green colorblindness.
On the one hand, it's harder to differentiate at all. On the other hand, it kind of removes that established expectation and keeps you in the habit of adapting.
Daggerfall!
Why not both?
The old TSR/SSI game Unlimited Adventures had randomized potion colors. It's also how I learned that khaki is not pronounced 'kahiki' when trying to explain what was going on to someone (I knew khakis as a type of trouser not a color).
https://en.wikipedia.org/wiki/Forgotten_Realms%3A_Unlimited_Adventures
Edit: or maybe I'm thinking of another gold-box game if that one didn't have some random generation. Hrm.
That's a roguelike convention. Potion colors are randomized. Runes/scrolls usually arent.
Looking at you, "Dragon Age" Veilguard.
If they don't taste like peppermint, I'm sending them back.
How about this food is poison and snake bites heal?
Then you are an undead
Divinity Original sin vibes