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*Pathfinder & Starfinder
Expand the scope of mundane lore
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<blockquote data-quote="Crazy Jerome" data-source="post: 5827834" data-attributes="member: 54877"><p>I'd be even more interested in this, if the really useful crafting is risky--part of an adventure itself, dangerous to do inherently, only possible in certain special, dangerous locations, etc. </p><p> </p><p>I think this touches on the points Ainamacar made, that some of the more interesting aspects of mundane equipment occur where they overlap with magic. Few mind mundane spikes and 10 foot poles. Not many of us would object to keeping "brilliant energy" magical. It is when we get into that middle stuff that it becomes more of an issue. </p><p> </p><p>Let's take Ahnehnois' lines on mundane healing. I'd be ok with where he has the lines, but also ok, to continue his example, if some mundane healing herbs were allowed to radically decrease the downtime from disease--as long as magic is still clearly faster. That is, if pneumonia knocks you out for several months with nothing but a modest heal skill check to help, and magic gets you back on your feet overnight, I'm fine with skilled use of herbalism having you mostly back in two or three week and rapidly healing thereafter. But if the magic takes weeks instead of months, that doesn't leave much room for the herbs. </p><p> </p><p>Of course, in the overlap you can also have things like weak magic that works more or less like the herbs--perhaps the cost being that it takes a skilled magical healer out of circulation for the same time frame, because they have to keep renewing the magic, but you don't have to find and process the herbs. Those kinds of trades are interesting to me if they happen in game, and not as mere flavor of, "Oh, my character casts CLW, but in the game I pour this potion I made down your throat, because I'm a herbalist." </p><p> </p><p>I begin to think that I'm more interested in having the overlap than in particulars of where it occurs. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5827834, member: 54877"] I'd be even more interested in this, if the really useful crafting is risky--part of an adventure itself, dangerous to do inherently, only possible in certain special, dangerous locations, etc. I think this touches on the points Ainamacar made, that some of the more interesting aspects of mundane equipment occur where they overlap with magic. Few mind mundane spikes and 10 foot poles. Not many of us would object to keeping "brilliant energy" magical. It is when we get into that middle stuff that it becomes more of an issue. Let's take Ahnehnois' lines on mundane healing. I'd be ok with where he has the lines, but also ok, to continue his example, if some mundane healing herbs were allowed to radically decrease the downtime from disease--as long as magic is still clearly faster. That is, if pneumonia knocks you out for several months with nothing but a modest heal skill check to help, and magic gets you back on your feet overnight, I'm fine with skilled use of herbalism having you mostly back in two or three week and rapidly healing thereafter. But if the magic takes weeks instead of months, that doesn't leave much room for the herbs. Of course, in the overlap you can also have things like weak magic that works more or less like the herbs--perhaps the cost being that it takes a skilled magical healer out of circulation for the same time frame, because they have to keep renewing the magic, but you don't have to find and process the herbs. Those kinds of trades are interesting to me if they happen in game, and not as mere flavor of, "Oh, my character casts CLW, but in the game I pour this potion I made down your throat, because I'm a herbalist." I begin to think that I'm more interested in having the overlap than in particulars of where it occurs. :) [/QUOTE]
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