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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Level Up Playtest Document #4: Druid
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<blockquote data-quote="NotAYakk" data-source="post: 8109071" data-attributes="member: 72555"><p>How about I propose a step further.</p><p></p><p>Components for spells could be in there, but a herbalism subsystem would be better, so you can imbue your harvested stuff with magical effects that others can consume.</p><p></p><p>Most potion systems in 5e have this entire "you can keep 2 of them around". We could keep that, but I think with some math you can actually dispose of it.</p><p></p><p>A party of level X characters can defeat a certain amount of CR per adventuring day; in fact, if you "add up CR" you get something that scales very similarly to the XP multipliers times the XP values of monsters.</p><p></p><p>If the effects of the herbalism ingredients scaled with the CR of the harvested ingredients and went bad relatively quickly (on the scale of days or a week or so), the amount of "active herbalism" you can have around <em>and</em> your income of said ingredients would become reasonably bounded without any gamist limitations.</p><p></p><p>Of course, this might be too complex. And definitely nothing you'd want to hoist on every druid. And if it has mechanical heft, it needs a decent power budget. So maybe a subclass sized thing, not an exploration feature.</p><p></p><p>Oh well.</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 8109071, member: 72555"] How about I propose a step further. Components for spells could be in there, but a herbalism subsystem would be better, so you can imbue your harvested stuff with magical effects that others can consume. Most potion systems in 5e have this entire "you can keep 2 of them around". We could keep that, but I think with some math you can actually dispose of it. A party of level X characters can defeat a certain amount of CR per adventuring day; in fact, if you "add up CR" you get something that scales very similarly to the XP multipliers times the XP values of monsters. If the effects of the herbalism ingredients scaled with the CR of the harvested ingredients and went bad relatively quickly (on the scale of days or a week or so), the amount of "active herbalism" you can have around [I]and[/I] your income of said ingredients would become reasonably bounded without any gamist limitations. Of course, this might be too complex. And definitely nothing you'd want to hoist on every druid. And if it has mechanical heft, it needs a decent power budget. So maybe a subclass sized thing, not an exploration feature. Oh well. [/QUOTE]
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Level Up Playtest Document #4: Druid
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