Ravenloft: Prisoners of the Mist

Suggestions, Feedback & Bug Reports (OOC) => Module Feedback and Suggestions => Topic started by: Delphinidae on July 11, 2008, 01:47:46 PM

Title: Herbalism - Too easy?
Post by: Delphinidae on July 11, 2008, 01:47:46 PM
I completely agree with KoopaFanatic on herbalism being too easy. I feel it should have at least DC 40 potions in there and some of the healing potions should be set at a higher DC. The DC for some of what I consider very powerful potions is too low. True Seeing is DC 30, Freedom of Movement is DC 30, Death Ward is DC 30, Invisibility is DC 25. So far I've yet to find a higher DC potion over 30.

One of the cool things about smithing and leatherworking is that you have to master at least two more skills before getting the final product. In leatherworking you have to tan the pelts, then boil them then make the armor. Smithing, if I'm not wrong, is smelting, crafting and finally gilding if you're going to. Herbalism is just a one step process with low DCs. By level 15 I was already making Death Wards, even with the -5 modifier because of the stat modifiers I have. (One of them, CON, is even in the negative range). Maybe I'm asking for something that might be too much of a hassle, but perhaps a tool like a sickle being needed to collect the ingredients and have a DC check for grinding the components in the mortar and pestle and thus giving you ground up "herbalism ingredient" before putting them in the cauldron and having a brewing spoon for the cauldron? That way it feels more like a process.

Anyone else who has actually done herbalism find it too easy. Nonherbalists are free to give their opinion, but I want to know what people who actually use the system firsthand feel about this.
Title: Re: Herbalism - Too easy?
Post by: Ryltar/ Robert Archer on July 11, 2008, 01:58:18 PM
honestly i'll give my opinon here along with delphi as someone who was one of the first to get in on herbailsm i got to agree higher dc would be nice for the more powerful potions i'd even say 35 in some cases. I to would like to see a second step process with the mixing added to even out the creation things compared to other crafts.
Title: Re: Herbalism - Too easy?
Post by: Kaspar on July 11, 2008, 02:56:24 PM
I'd have to agree that the DCs are too low, but I don't think you should make the crafting all together more difficult or time consuming. People use potions like it was water. Their very hard to keep in supply as it is already.
Title: Re: Herbalism - Too easy?
Post by: KoopaFanatic on July 11, 2008, 03:16:43 PM
Glad to know I'm not the only one.  I don't necessarily like the idea of adding another skill to the process.  That just slows things down and penalizes those of us with limited playing time :)  This one is logical enough as a one-step process, and the increased price of bottles and the weird market for herbs is enough to serve as the barrier to entry.  Herbalism needs to be harder, not more time-consuming.

Speaking as another one in early on herbalism it just strikes me as completely nuts that a potion as obviously magical as expeditious retreat or endure elements is DC 15, and invisibility is only DC 25.  Even the stat buffs are a bit too easy to get.  Now what makes sense to me (your mileage may vary, naturally) is that the cure and restoration potion families stay at the same DCs as they have now -- curing wounds without flashy visible effects is what I think of when I think "herbalism."  Things beyond that should be a minimum of DC 20, with invisibility at least DC 30.  I could even see the current batch of (known) recipes being stretched out into the DC 40 range without being too much of a strain.  Sure, the first few levels are a pain when you can't even hit the DC 15 with any reliability, but once you know DC 25 potions the cxp just flies.  I'm fairly certain Mariska has leveled just as fast since buffs were removed as she did before, thanks mostly to invisibility, haste and freedom of movement.

If there were another skill to be added to the process, it would be nice if it were something that didn't take too long.  Maybe an herb harvesting skill required to pick the herbs without rendering them unusable (failure means you get nothing, success means you get one piece, a really good success or high levels yields two or three pieces).
Title: Re: Herbalism - Too easy?
Post by: Iconoclast on July 11, 2008, 03:33:13 PM
I've not partaken in any other crafts, so I don't have any basis for comparison regarding if it is too easy or not. 

All I knew is that a herbalist cleric with a healing domain and a church tradition of herbalism meant I was giong to do whatever was necessary to have the character learn the knowledge and skills.

We definetly don't want it easy to the point where every character is doing it because it isn't challenging enough, while at the same time making sure it doesn't become too time consuming or challenging.

Tweaking it and experimenting is part of the natural process, so I'm game for giving any changes a try. 
Title: Re: Herbalism - Too easy?
Post by: Bad_Bud on July 11, 2008, 03:45:19 PM
Eeehh...  but herbalism is different than the other crafts.  We aren't making something that's going to last a long time.  This isn't the endgame fullplate your character wears until he dies of old age or trips and falls onto a rust monster.  Invisibility, Freedom of Movement, Expeditious Retreat, and Death Ward do not feel like endgame prizes you should be working your ass off to get to.  In fact, I've never seen anyone even use a Freedom of Movement or Death Ward potion, so they can't be THAT widespread.  The current prices of some of the potions the top herberalists are making keep practically anyone from wanting the stuff (and possibly causing more people to probe into the herb world to find out).

I think what we have right now on what I'll call the "lower echelon" of herbalism is fine the way it is.  What I think we're missing is an upper echelon.  I think we should be seeing some DC 40-50 potions like stoneskin and possibly even something like a lesser spell mantle, but with great scarcity.  How cool would it be to stumble upon a dusty old book resting on the top of a book pile in the alhoon's lair, describing a legendary brew that makes one's skin hard like rock, and that the ingredient is only found deep withing the depths of the caves at the summit of Baratak.  Go on expeditions to find this ingredient, or maybe pay mercenaries to find you that elite vampire heart you heard another legend about.

I think herbalism needs something akin to the white stag hides and antlers that can be used in smithing and bowyering.  Right now there is no secret ingredient that makes everyone go wow.  Maybe it could be something as simple as dropping a vampire heart into the cauldron makes all brews more effective, but raises the DC by 15.  I know the in-game description of herbalism describes that plants, fungi, and animal matter are all parts of herbalism.  I also know that I've gone completely insane before throwing practically every animal and item in existence into that cauldron trying to find some secret brew.  I think I've thrown everything in aside from white stag antlers themselves.  Coldstones, alchemist's fires, crag cat pelts, winter wolf pents, musk ox horns, musk ox pelts, bear pelts, snakeskin, small snakeskin, rats, dire rats, mink pelts, meat, food rations, and many other things, but to no avail.  I end up emoting that the cauldron looks like a polluted lake with corpses bobbing on at the surface of the murky water, and I'm using my ladle to try to keep those bloated rat carcases below the surface.

Mystery, legendary brews, and adventure!  I think these things are missing from herbalism and could easily come along with much higher DC's (and fun) than we currently have.  I don't have a problem with the way herbalism currently is, because it feels right.  In comparison to the other crafts like smithing which require a lot more time, it feels a little wishy-washy, but I think some of the suggestions I've given could easily fix that while still leaving what we currently have exactly the way it is.  Though I guess it must be worth noting that any mystery added to a craft only lasts until one or two people find out about it, because then practically everyone will know.
Title: Re: Herbalism - Too easy?
Post by: penny on July 11, 2008, 04:09:47 PM
The DC for healing potions should NOT be higher.. Since they are not buyable in stores anymore, there needs to be a bigger supply.
Title: Re: Herbalism - Too easy?
Post by: Delphinidae on July 11, 2008, 05:04:20 PM
[. . .]

Things like stoneskin falls under alchemy, not herbalism. As far as I've noticed, all the potions are actual clerical spells, and not clerical domain spells. Use of vampire hearts and such for making potions would also fall under alchemy.

[. . .]

I agree DCs for buff potions should be raised and I also like the idea of the having some DC for picking the herbs. Now, about the not wanting to add an extra step to herbalism because one doesn't want to learn new skills or have it be less time consuming... well, the other crafts: leatherworking, smithing, and bowyering are all more than one step procedures. Why should herbalism be any different? I actually enjoyed the three step process for leatherworking as I truly felt I was crafting something.

The DC for healing potions should NOT be higher.. Since they are not buyable in stores anymore, there needs to be a bigger supply.

Cure Serious Wounds should be DC 30, not DC 25 and if we ever get Cure Critical wounds, that should be at least higher in the 35-40 range.
Title: Re: Herbalism - Too easy?
Post by: archonzero on July 11, 2008, 05:12:47 PM
  Herbalism too easy.  I don't think so, I've barely just made the 2nd level in the craft after about 60% failures.  Though I do agree with potions that fall under the alchemical listing, and the DCs should be slightly higher for potions that buff or are considered more high level in ability.  Healing potions as it is I feel are a bit high on the DC, especially with the removal of them from being readily available from stores. 
Title: Re: Herbalism - Too easy?
Post by: Rex on July 11, 2008, 05:24:39 PM
To easy, said it back in the beginning of that, as well as all the alchemical comments as well, still dodging the rocks being thrown at me for that.  Crank up the Diff's for the "alchemical" stuff.

~Rex
Title: Re: Herbalism - Too easy?
Post by: ThAnswr on July 11, 2008, 05:32:25 PM
The price was cranked up for the supplies.  That was enough to discourage many players.

On the other hand, I'm sure Rex found the mother lode and his cash flow was never better.   :lol:



Title: Re: Herbalism - Too easy?
Post by: Rex on July 11, 2008, 05:38:49 PM
The price was cranked up for the supplies.  That was enough to discourage many players.

On the other hand, I'm sure Rex found the mother lode and his cash flow was never better.   :lol:





I've always considered about 300 to 500 gp on a PC to be rolling in dough.  Otto averages about 500 to 1000, Volstagg, well, 50K to 100K is what he usually travels around with since he won't use the bank and that's a low end for him unless he's stocked up the chests in the dwarf mines (Rex stocks for Noobs).

As for the potion thing, Otto trades Herbs for Potions for the most part, or sells Herbs off to Non Caster crafters.  There are a few dedicated Non Caster Herbalists that Otto likes to keep going flush with Herbs because they tend to keep him stocked up on the two or three bottles of the three types of potions he runs around with.

~Rex
Title: Re: Herbalism - Too easy?
Post by: Bad_Bud on July 11, 2008, 05:45:08 PM
Things like stoneskin falls under alchemy, not herbalism. As far as I've noticed, all the potions are actual clerical spells, and not clerical domain spells. Use of vampire hearts and such for making potions would also fall under alchemy.

Those were just crude examples of a general idea that I had to make with things that were already in place, like vampire hearts being somewhat hard to come by.  What about everything else I said, though?
Title: Re: Herbalism - Too easy?
Post by: KoopaFanatic on July 11, 2008, 06:05:24 PM
I agree DCs for buff potions should be raised and I also like the idea of the having some DC for picking the herbs. Now, about the not wanting to add an extra step to herbalism because one doesn't want to learn new skills or have it be less time consuming... well, the other crafts: leatherworking, smithing, and bowyering are all more than one step procedures. Why should herbalism be any different? I actually enjoyed the three step process for leatherworking as I truly felt I was crafting something.

On the other hand, herbalism is different from the other crafts because you're making something consumable.  It's less "hours of toil, but now finally my masterwork is complete!" and more "boy, I need to make more X..."  What value would be added by introducing another step?  For leatherworking, you have the flexibility of having multiple pieces of leather per hide (each of which has resale value) and deciding which ones to boil.  For woodworking there's making weapon hafts or oak planks out of/instead of wooden poles.  For smithing you have the option of making steel in the smelter.  

If there were some advantage added along with the extra hurdle, I'd probably change my tune.  For instance, if there were a "chopping" phase that turned one picked woundwart into two or three usable pieces, that would make sense.  If there were a "grinding" phase that let you customize the ratio of herb x and herb y to make a more potent potion, that would make sense.  But adding a whole additional skill (with crafting station, tool, and crafting item) just to slow down progression strikes me as counterproductive at best.

Honestly, I think the balance is about right at the beginning as-is.  DC 15 in a new craft is hard enough, especially buffless.  My concern is with the low- to mid-level herbalists, around level 5.  At that point a lot of recipes are possible, including many of the most useful ones.  That means that almost any herb-hunting trip will give you something that starts to have a decent chance of pulling in crazy amounts of cxp.  That means that unlike in the other crafts, the process of churning through material to get to master levels gives you really useful items instead of the unwanted detritus like copper greatswords and beech longbows.  Spreading out the DCs to higher numbers for the most desired potions (buffs, invisibility and the like) would balance things out with the other crafts.  Leveling on remove paralysis and remove fear potions is a little more in keeping.  Still more appealing than copper daggers, but not as great as pumping out gallons of expeditious retreat potion the same day you start in the craft.  That part is what gets you the mini-mages/too powerful comments, I think.  If the most common starting-level potions were limited to the less overtly magical ones, it would be a little more....sane.
Title: Re: Herbalism - Too easy?
Post by: Bad_Bud on July 12, 2008, 12:05:05 AM
Things like stoneskin falls under alchemy, not herbalism. As far as I've noticed, all the potions are actual clerical spells, and not clerical domain spells.

Forgot to say earlier, that invisibility is not a clerical spell.  I don't think see invisibility is, either.
Title: Re: Herbalism - Too easy?
Post by: Delphinidae on July 12, 2008, 01:25:51 AM
Your quite right, they aren't. I don't know if they were both thrown in to balance each other out and to be a substitute to all the invisibility potions certain shops sold.
Title: Re: Herbalism - Too easy?
Post by: ThAnswr on July 12, 2008, 01:47:09 AM
Things like stoneskin falls under alchemy, not herbalism. As far as I've noticed, all the potions are actual clerical spells, and not clerical domain spells.

Forgot to say earlier, that invisibility is not a clerical spell.  I don't think see invisibility is, either.

True Seeing is a cleric spell.
Title: Re: Herbalism - Too easy?
Post by: Tarth on July 12, 2008, 02:19:46 AM
see invis, true seeing are both clerical and arcane..
invis is arcane, or trickery dom.

right personally I don't find herbalism easy, as I don't have more then a half hour a day, and I've got 8 wisdom >.<
but I actually agree with the DC parts, true seeing should really be up near 35-40
Title: Re: Herbalism - Too easy?
Post by: Bad_Bud on July 12, 2008, 05:38:39 AM
...True seeing only has one purpose.  I don't see why that would need to be so hard to make.
Title: Re: Herbalism - Too easy?
Post by: Delphinidae on July 12, 2008, 10:06:48 AM
...True seeing only has one purpose.  I don't see why that would need to be so hard to make.

According to the spell changes (http://www.nwnravenloft.com/forum/index.php?topic=2173.0 (http://www.nwnravenloft.com/forum/index.php?topic=2173.0)):

Quote
True Seeing
Spell Level: Cleric 5, Druid 7, Wiz/Sorc 2, Animal 3, Knowledge 4
Innate Level: 5
School: Divination
Component(s): Verbal, Somatic
Range: Touch
Save: No (harmless)
Spell Resistance: No (harmless)
Area of Effect/Target: Single
Duration: 1 Turn + 1 Turn/Level
Description: The target recieves the ability to see through invisibility and magical darkness, and also gains a bonus to their spot and search equivalent to their level. They also receive immunity to illusion spells such as Phantasmal Killer and Weird.

That's see invisibility and through sanctuary spells, the equivalent of the ultravision spell against the Darkness spell, the spot and search bonus (+20 to both I've checked) as well as immunity against Phantasmal Killer and Weird.

This is why it should be so hard to make.
Title: Re: Herbalism - Too easy?
Post by: ThAnswr on July 12, 2008, 11:04:33 AM
...True seeing only has one purpose.  I don't see why that would need to be so hard to make.

According to the spell changes (http://www.nwnravenloft.com/forum/index.php?topic=2173.0 (http://www.nwnravenloft.com/forum/index.php?topic=2173.0)):

Quote
True Seeing
Spell Level: Cleric 5, Druid 7, Wiz/Sorc 2, Animal 3, Knowledge 4
Innate Level: 5
School: Divination
Component(s): Verbal, Somatic
Range: Touch
Save: No (harmless)
Spell Resistance: No (harmless)
Area of Effect/Target: Single
Duration: 1 Turn + 1 Turn/Level
Description: The target recieves the ability to see through invisibility and magical darkness, and also gains a bonus to their spot and search equivalent to their level. They also receive immunity to illusion spells such as Phantasmal Killer and Weird.

That's see invisibility and through sanctuary spells, the equivalent of the ultravision spell against the Darkness spell, the spot and search bonus (+20 to both I've checked) as well as immunity against Phantasmal Killer and Weird.

This is why it should be so hard to make.

Holy crow, I could sell them for a potful of money.   :D
Title: Re: Herbalism - Too easy?
Post by: Delphinidae on July 12, 2008, 11:10:50 AM
Exactly. Now you know why they're so wanted. Noica with a true seeing potion would spot all sneaks except probably one and that's only because of two or three skill points of difference. And since they're that powerful they should be more difficult to make. That's four effects (See Invis/See Sanctuary Effects, Ultravision, Spot/Search Bonus and protection against certain illusion spells) for a measly DC 30.
Title: Re: Herbalism - Too easy?
Post by: Ric on July 12, 2008, 11:53:05 AM
I'm pretty certain the spell has been changed to be based on level now.  The potions are level 9 versions of true seeing, so I only get +9 to search/spot when I chug those potions.
Title: Re: Herbalism - Too easy?
Post by: Ryltar/ Robert Archer on July 12, 2008, 11:55:04 AM
ok going to add this in here cause its been on my mind for a while. But when i think of herbalism i think of populaces that heal and mend woulds, ala healing potins and restoration ones etc. I personally find it quite silly that we got plants able to make some pretty serious strong arcane and divine magics.  i mean seriously how does a PLANT mix make you invis? Or let you SEE someone invis, there's certain effects like that i find down right silly personally

in my thoughts herbalism maybe should be limited to the healing and restoration type potions, and the stat buff potions  at best. Thats my thoughts persoanlly as its more in line of what i can see plants and what not able to do
Title: Re: Herbalism - Too easy?
Post by: Bad_Bud on July 12, 2008, 02:24:38 PM
Exactly. Now you know why they're so wanted. Noica with a true seeing potion would spot all sneaks except probably one and that's only because of two or three skill points of difference. And since they're that powerful they should be more difficult to make. That's four effects (See Invis/See Sanctuary Effects, Ultravision, Spot/Search Bonus and protection against certain illusion spells) for a measly DC 30.

Wow, when did that get changed?
Title: Re: Herbalism - Too easy?
Post by: Lyrithean on July 12, 2008, 03:21:22 PM
I agree that herbalism should only produce potions of healing, restoration, curatives and possibly stat buffs. And then a second branch called alchemy that would produce the potions that give arcane/divine spell affects. These would be producable only by those people capable of casting the spells, the ingredients would still be required but the mixture would be such that a caster could infuse the potion with the necessary arcane/divine affect. Could have two categories for alchemical potions, inert and activated. A herbalist could mix the ingredients together and produce a potion of see invisibility, but until they find a caster capable of imbuing the potion with the necessary magical power the potion wouldn't do anything. Kind of like templates.

Just my two cents
Title: Re: Herbalism - Too easy?
Post by: Ryltar/ Robert Archer on July 12, 2008, 03:30:39 PM
I agree that herbalism should only produce potions of healing, restoration, curatives and possibly stat buffs. And then a second branch called alchemy that would produce the potions that give arcane/divine spell affects. These would be producable only by those people capable of casting the spells, the ingredients would still be required but the mixture would be such that a caster could infuse the potion with the necessary arcane/divine affect. Could have two categories for alchemical potions, inert and activated. A herbalist could mix the ingredients together and produce a potion of see invisibility, but until they find a caster capable of imbuing the potion with the necessary magical power the potion wouldn't do anything. Kind of like templates.

Just my two cents

i agree with this any thoughts from the  devs on this
Title: Re: Herbalism - Too easy?
Post by: ThAnswr on July 12, 2008, 03:37:11 PM
I agree that herbalism should only produce potions of healing, restoration, curatives and possibly stat buffs. And then a second branch called alchemy that would produce the potions that give arcane/divine spell affects. These would be producable only by those people capable of casting the spells, the ingredients would still be required but the mixture would be such that a caster could infuse the potion with the necessary arcane/divine affect. Could have two categories for alchemical potions, inert and activated. A herbalist could mix the ingredients together and produce a potion of see invisibility, but until they find a caster capable of imbuing the potion with the necessary magical power the potion wouldn't do anything. Kind of like templates.

Just my two cents

I say bring it on.   :mrgreen:
Title: Re: Herbalism - Too easy?
Post by: Rex on July 12, 2008, 04:40:07 PM
I agree that herbalism should only produce potions of healing, restoration, curatives and possibly stat buffs. And then a second branch called alchemy that would produce the potions that give arcane/divine spell affects. These would be producable only by those people capable of casting the spells, the ingredients would still be required but the mixture would be such that a caster could infuse the potion with the necessary arcane/divine affect. Could have two categories for alchemical potions, inert and activated. A herbalist could mix the ingredients together and produce a potion of see invisibility, but until they find a caster capable of imbuing the potion with the necessary magical power the potion wouldn't do anything. Kind of like templates.

Just my two cents

In other words, the Brew Potion feat.  Seems I brought this up oh, three Herbalisim threads ago.

~Rex
Title: Re: Herbalism - Too easy?
Post by: Lyrithean on July 12, 2008, 04:59:59 PM
Well until they come up with a forum program that brings up a bright flashy pop-up indicating that such a suggestion has already posted or everyone suddenly developes photgraphic memories you'll have to forgive people for occasionally posting ideas that have already been posted
Title: Re: Herbalism - Too easy?
Post by: ThAnswr on July 12, 2008, 06:04:54 PM
Well until they come up with a forum program that brings up a bright flashy pop-up indicating that such a suggestion has already posted or everyone suddenly developes photgraphic memories you'll have to forgive people for occasionally posting ideas that have already been posted

Or you can use my method:  Just assume Rex already brought it up.   :lol:

(all in good fun   :mrgreen: )
Title: Re: Herbalism - Too easy?
Post by: archonzero on July 12, 2008, 08:27:05 PM
  I don't find Herbalism easy at all.  Then again I don't always spend my time in game tracking down herbs and brewing potions.  I gather them when I see them and perhaps spend once or twice a week for an hour or two brewing after collecting.  I've more herbs saved up that I can't use since the DC of the potions exceeds any roll +bonuses I can conceivably combine.  So I'm stuck trying whenever I've attempted a DC 20 potion to brew I get a -5 modifier each time to add to my +3 so in effect I'll never brew them until I can raise the level of the craft to negate the negative modifier.  I stick with DC15 potions with a +3 mod no negative and I'm still getting roughly 3 out of 10 attempts successful.

  Perhaps it may be easy for those with maxed/exceptional wis/con scores, but for those that play the average - exceptional range of stats I think it's fine.  I do agree that the alchemical potions such as stoneskins, invisibilities and high level (lvl 3+) should get a higher DC, or be harder to make/harder to find components.  If they design a crafting system to be hard for those with min/maxed stats then those of us that build characters that are a touch more balanced will inevitably never attain these crafting positions no matter the crafting level we achieve.  Not saying that the average Joe should be capable of it, but changing the DC to much will only drive more away from the craft.

  I do agree with some of what others have posted about making herbalism more about curative, buffing or simple arcane abilities and should never branch into the more specialized magical effects beyond those qualities.
Title: Re: Herbalism - Too easy?
Post by: Rex on July 13, 2008, 01:43:19 PM
Well until they come up with a forum program that brings up a bright flashy pop-up indicating that such a suggestion has already posted or everyone suddenly developes photgraphic memories you'll have to forgive people for occasionally posting ideas that have already been posted

When those people bringing up the ideas, are either the folks, or in the circle of folks that were throwing rocks and sticks at me for being mean and disgruntled about a system, I don't have to forgive anybody.

Well until they come up with a forum program that brings up a bright flashy pop-up indicating that such a suggestion has already posted or everyone suddenly developes photgraphic memories you'll have to forgive people for occasionally posting ideas that have already been posted



Or you can use my method:  Just assume Rex already brought it up.   :lol:

(all in good fun   :mrgreen: )

As a professional Playtester and Trouble Shooter and all around convention support for many big Game companies PnP wise, such an action is a wise action.  On that hand though you can be pretty assured, that if in a game environment of any nature someone introduces a new system, I will beat on that system till it breaks then apply it's results to a standardized game theory balance curve.  If it doesn't balance, you'll hear something from me pretty quick.

Weird nowadays you can actually get a Doctorate in RPG's and RPG systems.  Got to hang out with two of the great "brains" of the industry at Origins, so Game mechanics and Balance are still fresh in my deviant thought processes.

~Rex  :lol:
Title: Re: Herbalism - Too easy?
Post by: dutchy on July 13, 2008, 09:09:34 PM
might be easy BUT  theres a high lack in healing potions, so many do herb crafting and herb supply is low to.


i think it evens things out, it might be easy but goes slow due to the fact the demand is higher then the available supply.
Title: Re: Herbalism - Too easy?
Post by: Rex on July 13, 2008, 09:31:57 PM
might be easy BUT  theres a high lack in healing potions, so many do herb crafting and herb supply is low to.


i think it evens things out, it might be easy but goes slow due to the fact the demand is higher then the available supply.

The supply is higher then what folks let on.  There's quite a lot of handouts happening.

~Rex
Title: Re: Herbalism - Too easy?
Post by: Kendaric on July 21, 2008, 06:15:12 PM
ok going to add this in here cause its been on my mind for a while. But when i think of herbalism i think of populaces that heal and mend woulds, ala healing potins and restoration ones etc. I personally find it quite silly that we got plants able to make some pretty serious strong arcane and divine magics.  i mean seriously how does a PLANT mix make you invis? Or let you SEE someone invis, there's certain effects like that i find down right silly personally

in my thoughts herbalism maybe should be limited to the healing and restoration type potions, and the stat buff potions  at best. Thats my thoughts persoanlly as its more in line of what i can see plants and what not able to do

I have to agree, curative potions of any kind would be what I expect from herbalism. Everything else, including stat buffs, seems more like alchemy and I'd severely limit the types of potions that could be created even with alchemy. Having lots of True Seeing, Invisibility, See Invisibility, etc floating around is somewhat detrimental to the low-magic feel (and shouldn't potions be limited to the effect of 3rd level spells anyway, so True Seeing would be out anyway?)
Title: Re: Herbalism - Too easy?
Post by: ethinos on July 21, 2008, 06:23:03 PM
I have to agree. We now have MORE potions floating around the market than ever before. We used to be only able to purchase curatives, barkskin, and a few others like Aid and Bless. Everything else was mostly loot. Now, you can get all sorts of potions that are very much more useful. This is definitely turning this server more into a moderate magic server, than low magic. :?
Title: Re: Herbalism - Too easy?
Post by: Delphinidae on July 21, 2008, 07:05:49 PM
Even if the current spell effects available for brewing were removed and kept herbalism to just healing and stat buffs, when the alchemy system comes in, you might have the same situation since now mages will be able to re-create spell effects in potions. It's true the merchants didn't sell any snazzy stuff, but those were NPC mainly local merchants. The current ones are mostly PC outlander merchants.

You could take two approaches:

 :arrow: Decrease availability of components and thus potions
 :arrow: Increase the difficulty in brewing them so they're not as common
 :arrow: Keep herbalism to healing, removing diseases, restorations, barkskin, aid, stat buffs but not see invis, true seeing, freedom of movement, etc.

The first approach is if you keep herbalism as it is, of course, a decrease would obviously hurt the dungeoners and probably the new players a lot. Going by the third approach it maintains the server low magic till alchemy comes in. Thing is that unless the spell effects are limited even in alchemy, you probably won't stop this "moderate magic" server feeling you're experiencing ethnios. And I mean this because none of my chars use potions, so I really can't speak about sensing the server is going "moderate magic".

The thing is that even increasing the difficulty is just a minor snag, since crafters will eventually overcome it. Not to mention all it takes is two crafters to flood the market. During my time as Claire there was a moment in which Torgan and Dorin were mass producing so much steel and silver guilded stuff I even told Dorin he should raise the prices since people were killing werebeasts with such ease. I'd like to add that during that time silver gear was rare very rare till we got gilding implemented.
Title: Re: Herbalism - Too easy?
Post by: Ryltar/ Robert Archer on July 21, 2008, 08:40:00 PM
i remain of the firm belif that herbalism should go to just healing/remove disease/restoration potions as to me that is at its heart what herbalism is once alchemy is put in well thats dandy then if those true seeing and stat potions and what not come back
Title: Re: Herbalism - Too easy?
Post by: Bad_Bud on July 22, 2008, 04:05:07 AM
I hear a lot of people talking about the alchemy craft like they know exactly what it's going to be.  I don't think I've read any official statements about it.

I have to agree. We now have MORE potions floating around the market than ever before. We used to be only able to purchase curatives, barkskin, and a few others like Aid and Bless. Everything else was mostly loot. Now, you can get all sorts of potions that are very much more useful. This is definitely turning this server more into a moderate magic server, than low magic. :?

I also hear a lot of people complaining about the number of potions people have.  Maybe everyone is secretly stockpiled full of potions, but I've never seen a person other than myself drink a resist elements potion, potion of freedom, potion of death ward, or potion of see invisibility.  The only ones I'm seeing people using are the ones that were there before, like invisibility, barkskin, ability buffs, and the lesser restores/heals.
Title: Re: Herbalism - Too easy?
Post by: ethinos on July 22, 2008, 12:38:35 PM
You have to understand that I'm comparing today's server to the one I came into a year ago.

These were potions you could buy without any problems:

Aid, Bless, Barkskin, Lessor Restoration, Cure Light Wounds

The one fellow at Tigan's used to sell Invisibility, Barkskin, and Bottled Black, but only to certain classes.

The Crawler used to sell Bull Str and Cat's Grace I do believe.

The Mad Dok used to sell the equivelent of Cure Light, Moderate, Critical, and Lessor Restoration.

Otherwise, all buff potions were only found in loot (and still somewhat rare), potions of speed were rarer than hell, and none of the rest of the new herbalism potions were even in game.

Compare that list with what herbalists can make now, and you can see that herbalism has shifted the balance away from low magic.

As far as herbalism vs alchemy:

Herbalism should be rooted and based on the more realistic healing of the real world. Poltices, salves, tinctures, teas, and the like. Alchemy is based more on miraculous changes, because obvious changing lead to gold is not within the realms of natural science.
Title: Re: Herbalism - Too easy?
Post by: Iconoclast on July 22, 2008, 01:33:24 PM
I don't know about the claims of herbalism being restricted to healing.  If you look at shamans, real world shaman based on what anthropologists know, and based on the folk archetype of a shaman, they tap into the plant world to reveal a world that was previously closed off, among a variety of uses beyond healing.  Protecting from death magic makes sense, brewing things that help provide keener senses, a sort of widening of one's perception, also make sense.

So using ingredients from nature to reveal invisible beings makes perfect sense with what some shamans do, or herbalists.  Using ingredients from the natural world, was usually more than just a physical method of preparing the potions.  It often evolved ritual, a sense of ritual that at least some clerics and priestess would be familiar with when tapping into the plant world to make potions. 

Title: Re: Herbalism - Too easy?
Post by: Kung Fu Orc on July 22, 2008, 11:07:31 PM
I keep a bolthole of Haste potions for emergencies, now thats potent crack.
Title: Re: Herbalism - Too easy?
Post by: Ellana Twiggy on July 24, 2008, 12:56:10 AM
well. . .i have seen lots of potions around. I am quite happy with seeing them actually, dispite the fact that none of my chars can ever afford the prices which are being charged for them. It gives fighters a small chance to survive things a  bit more, since most mages and clerics will buff themselves and no one else.

A little clarity or death ward is nice, keeps one from dying every two seconds while adventuring in the nastier areas. Granted they don't last as long as spells, but that is to be expected.  In all honesty, if you have the coin, which i am sure once you get past the large neuri spawn in the sewers you will, then it will give every one a fair chance against everything. Look out mages, the fighters have a way to protect themselves now, with out using magic.
Oh wait, thats the setting. ;)
Supersticious barovians don't like magic and would be more inclined to deal with an herbalist for their needs.  I foresee witch hunts again, perhaps caution is advised since the city of valliki has been so lax in their burnings, and now they may not be.

*gives pesants torches, pitchforks,  and potions to help them* :D
Title: Re: Herbalism - Too easy?
Post by: Ryltar/ Robert Archer on July 24, 2008, 01:27:54 AM
honestly ellana i'd say most barovians would also be weary of herbalists to in many cases sure some would be more willing but i'd still say a good chunk would just shun those herbalists too :D
Title: Re: Herbalism - Too easy?
Post by: engelfire on July 24, 2008, 04:09:38 AM
especially since with this "herbalism" you can be equally shiny as mage ;) geez we are so far from that much praised low magic setting

id say native barovians would just run away as far as possible when encountering such herbalist. even though it comes from nature, its still looks extremely witchy. you can yell to them that dudeees its really natural, but all they see is that you have managed hit a tap in between the ribs of demon and your extracting its demonic essence


and i dont understand why we would see witch hunts ?
Title: Re: Herbalism - Too easy?
Post by: Rex on July 24, 2008, 10:40:13 AM
Worked out an interesting compromise that should make the two camps happy.  I'll post it in it's OWN thread with a few other crafting ideas probably friday night or saturday.

~Rex
Title: Re: Herbalism - Too easy?
Post by: Ellana Twiggy on July 24, 2008, 10:42:37 PM
mmm, maybe.  I remember my first char here, two years ago. I made a wizard, lvl two, last the whole of about an hour and a half. Entered game, knew nothing of any of it, and was being shown around through town by another player, then all of a sudden, a guard stopped us and demanded taxes.
Of course, my mage was broke and had no coin, and the guard threatened to imprison her, so she cast a spell and tried to run.
Well, she got caught and subsiquently burned at the stake for being a witch. That of course is suspose to be the true nature of barovians if i recall. They are even leary of clerics if i recall form the lore.
Thats why i would imagine that most barovians would be more inclined to go to an herbalist as opposed to a cleric. Their supersticion is suspose to be uncannily high of any type of caster. Cleric's being the only ones tollerated, if barely.
Though, it has been a long time since i have seen that supersticion acted out in game at all.

But I appoligise, i am off topic.

As for herbalism being too easy, well, i think the -5 initially before one learns a recipie is reasonable and makes it all quite challenging, if not impossible for some pc's. My rogue will never be able to make potions, nor have an interest to, no wis, no con. . .along with the negs i would never be able to make anything potion wise with out dumping a huge amount of time into it.

Clerics are the most predominent i think in the area of having potions easier. Sorcs wouldn't, and wizards really wouldn't, not if they are geared towards being arcane casters rather than tanked battle mages.  So, i really think the system is fine.  I never have a problem finding herbs at all with any char, just takes some traveling about for an hur or so and i can come up with tons of things which grow around all over.  I even love the seasonal changes, some things can only be found at certain times, and i think it adds a very realistic and unique approach to it all.
Title: Re: Herbalism - Too easy?
Post by: Rex on July 24, 2008, 11:32:23 PM
Still to easy.  Fine tuning my Idea more Saturdayish.

~Rex
Title: Re: Herbalism - Too easy?
Post by: Soren / Zarathustra217 on July 27, 2008, 05:10:57 AM
Concerning what herbalism should involve and what effects it should produce, and that we've generally got the idea of what herbalism should be all wrong - I allow myself to post a quote from White Dragon magazine issue 273 about herbs found in Ravenloft. Now, although these things aren't truly official Ravenloft(?), it still at least presents the point that we aren't alone with our ideas of what herbalism can be, and, as you may notice, something we've drawn a lot of inspiration from:

Quote
   Adder's Tongue: Adder's Tongue is a small leafy plant that grows wild in valleys and on hillsides. It derives its name from the long, forked leaves that cover the plant. Adder's Tongue is small enough that it's often hidden under larger plants, making it hard to find. In the spring however, the plant bristles with yellow and orange flower blossoms.

Anyone ingesting a dose of adder's tongue receives a +4 bonus to saving throw vs poison for 1d6 hours.

   Black Avis: Black Avis is a tall, dark flower that somewhat resembles a large, lopsided lily. Its large blossom varies in color from black to a dark blue or rarely charcoal. Unlike most flowers, which sprout in the spring, the black avis comes into bloom in late fall and early winter.

An herbalist can make a potion out of black avis that negates both mundane and magical fear and depression for 2d6 rounds. It also has a 25% chance of temporarily curing most mental disorders, although this effect lasts only 1d6 hours, and each successive use on the same subject reduces this roll by 1 hour.

   Mist Weed: The rare plant known as mist weed can be found only in misty bogs and marshes and near the misty borders of the Demiplane of Dread. Even in these areas, the weed is uncommon. Someone searching for it can expect to spend several days in the hunt. It is a simple looking herb, growing in long grasslike tufts usually medium to dark grey.

Folklore attributes many powers to mist weed, including healing powers against disease and safety from the dangers and threats often associated with the mists of Ravenloft. Many commoners seek the weed and place it in a pouch worn on the chest r near the head as a kind of goodluck token. The more knowledgeable denizens of Ravenloft scoff at these simple charms as nothing more than peasant superstition.

   Red Cap: Red caps are rare mushrooms, named for the crimson colored splotches found on each fungi's top. They need plenty of moisture and just a little light to grow well and are usually found in deep woods or cave-riddled hills near large rivers. Each red cap stands five to seven inches tall and has a cap of roughly the same diameter. Only the cap itself has any value; the stem of the mushroom is useless and mildly poisonous.

One dose of red cap grants wizards increased magic ability for 1d4 hours, allowing them to cast spells as if two levels higher. It has no effect on non-spellcasters. It is also poisonous, requiring the ingester to make a saving throw vs. poison. If the saving throw fails, the inhiber loses one point Intelligence and Constitution permanently.

   Vistani's Bells: vistani's bells are small, blue, bell-shaped flowers that grow on vines. they are most often found clinging the walls of ancient stone buildings and ruins. the herb is most commonly found climbing the neglected churches in Barovia. Unlike other flowers, vistani's bells remain in bloom year-round, regardless of the weather.

The tea made from vistani's bells induces a deep sleep filled with wild but pleasant dreams, even for victims of the neverending nightmares spell or similar magics. It can be used for prophecy to achieve this effect but only the Vistani know how and they are unlikely to share the secret with outsiders.

   Willow Wisps: Willow wisps are small glowing fungi that grow on weeping willows and similar plants. When a breeze stirs the willow, the glowing light can sometimes be mistaken for a will-o-wisp or ghost lights. No more than 1d2+1 willow wisps grow on a given tree, and generally only 1d4 trees in a grove are affected with this growth. The fungus is somewhat more common in the domain of Forlorn, with 2d4 willow wisps on each tree and as many as 2d6 trees in each grove affected.

Willow wisps can be crushed and made into a paste. If a character covers his eyes with the paste, her nightvision is equal to that of a cat's for 2d4 hours. During this time, she suffers only half the normal penalties for darkness. However, the paste is mildly luminous, causing anyone using it to have glowing, ghastly eyes for the duration of its effect.

   Wilting Roeby: Wilting roevy is a small bushy plant usually found in forests, woodlands and marshes. Every spring it produces groups of small, fragrant purple flowers. The flowers of a wilting roeby can often be found to have turned brown and always die very early in the season. Local wisdom claims this is because the wilting roeby is a fragile plant that sometimes wilts for no reason at all.

Wilting roeby shrivels only near corporeal undead, so it doesn't warn of the presence of ghosts or spectres.

Concerning the more powerful potions we have available, it's my impression (and please correct me if I am wrong) that these are still very rare, because they require a larger variety of ingredients and have much higher DCs. Concerning the general availability, it still seems much lower than what is was before - I used to see people carrying several boxes full of potions.
Title: Re: Herbalism - Too easy?
Post by: Ellana Twiggy on July 27, 2008, 08:17:57 AM
how neat. I don't even think I have seen half of those plants, and certainly am not able to make complex potions. I think the best I have managed so far is cure moderate, lesser restoration, and remove paralysis . Its all very neat though, i am sure that there are tons of recipies out and about there.
Title: Re: Herbalism - Too easy?
Post by: ThAnswr on July 27, 2008, 04:50:25 PM
Concerning what herbalism should involve and what effects it should produce, and that we've generally got the idea of what herbalism should be all wrong - I allow myself to post a quote from White Dragon magazine issue 273 about herbs found in Ravenloft. Now, although these things aren't truly official Ravenloft(?), it still at least presents the point that we aren't alone with our ideas of what herbalism can be, and, as you may notice, something we've drawn a lot of inspiration from:

It happens because people's defintions of low magic differ to the point where some think it means "no magic". 

Iconoclastic gave a wonderful interpretation of what herbalism is and what it does as it relates to shamans.  It still will not please everyone.   :mrgreen:
   
Concerning the more powerful potions we have available, it's my impression (and please correct me if I am wrong) that these are still very rare, because they require a larger variety of ingredients and have much higher DCs. Concerning the general availability, it still seems much lower than what is was before - I used to see people carrying several boxes full of potions.

You are 100% correct:  The more powerful the potion, the more complex it is to create and a higher DC is required.  You don't  just knock out Potions of Invisibility.

The herbalism craft is a 2 on Calor's misery index.   It's so  much fun because I feel like I'm playing a "one armed bandit" when I use the cauldron.  ;)
Title: Re: Herbalism - Too easy?
Post by: Rex on July 28, 2008, 09:37:30 AM
Concerning what herbalism should involve and what effects it should produce, and that we've generally got the idea of what herbalism should be all wrong - I allow myself to post a quote from White Dragon magazine issue 273 about herbs found in Ravenloft. Now, although these things aren't truly official Ravenloft(?), it still at least presents the point that we aren't alone with our ideas of what herbalism can be, and, as you may notice, something we've drawn a lot of inspiration from:

It happens because people's defintions of low magic differ to the point where some think it means "no magic". 

Iconoclastic gave a wonderful interpretation of what herbalism is and what it does as it relates to shamans.  It still will not please everyone.   :mrgreen:
   
Concerning the more powerful potions we have available, it's my impression (and please correct me if I am wrong) that these are still very rare, because they require a larger variety of ingredients and have much higher DCs. Concerning the general availability, it still seems much lower than what is was before - I used to see people carrying several boxes full of potions.

You are 100% correct:  The more powerful the potion, the more complex it is to create and a higher DC is required.  You don't  just knock out Potions of Invisibility.

The herbalism craft is a 2 on Calor's misery index.   It's so  much fun because I feel like I'm playing a "one armed bandit" when I use the cauldron.  ;)

Remind me to start another thread concerning low magic.  It's not Low Magic here anyway, it's Low to No Magic Items, for Certain Classes.  I still think herbalisim in general is to easy for what you can get out of it.  One of my principal games that I do support for is White Wolf's Exalted, which has an extensive "herb" format in it's background, so I can back up what Icono was talking about.  Almost done fine tuning my suggestion which I think will please both camps, and not take away anything from either.

~Rex