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<blockquote data-quote="Beholder Bob" data-source="post: 1113225" data-attributes="member: 12866"><p>Hello All!</p><p></p><p>The Mix 1 and Mix 2 were originally put in to allow topical and ingestable versions of each. I decided against it, but kept some of the alternate varieties for flavor / fun. They could easily be stricken. Mechanically, if 2+ mixes exist, that product would be easier to make.</p><p></p><p>The table is truly screwed up, I will attach (if the system lets me) the excel file these were taken from.</p><p></p><p>The existence of + and - values is not actually listed on the table, between each component is a dash. The reason for the + and - is to allow a DM to control availability of components in his world. If a DM does not use the +/-, the default is everything mixes together fine. If used, herbalists need to gather a wider variety of components to get ones that match. For example, all capitalized letters in my campaign are either + or -, they do not come in universal. All other materials come in (1-3) +, (4-6) -, (7-8) neutral. This just keeps an herbalist from being a production line.</p><p></p><p>The first # is the cost, the 2nd is the DC. The price is based on a formula, divide DC by 2, truncate it, and multiply by 5.</p><p></p><p>The reason for 1/4 or 1/5 pricing (i.e. the cost to make is a fraction of the cost to buy) is that, unlike alchemy, you must gather the materials for your work. This can take days or weeks, so the pricing is intended to take that into account. The 1/4 pricing is if you do not use the +/- system, the 1/5 pricing is for if you do. That, and I take the reduced cost into account when figuring whether a town can provide a herbal remedy (even a thorp might have a few simple herbal items).</p><p></p><p>I'm still trying to perfect my rules for the gathering of herbs, and I'll post those ASAP.</p><p></p><p>Any of these herbal mixes seem too powerful?</p></blockquote><p></p>
[QUOTE="Beholder Bob, post: 1113225, member: 12866"] Hello All! The Mix 1 and Mix 2 were originally put in to allow topical and ingestable versions of each. I decided against it, but kept some of the alternate varieties for flavor / fun. They could easily be stricken. Mechanically, if 2+ mixes exist, that product would be easier to make. The table is truly screwed up, I will attach (if the system lets me) the excel file these were taken from. The existence of + and - values is not actually listed on the table, between each component is a dash. The reason for the + and - is to allow a DM to control availability of components in his world. If a DM does not use the +/-, the default is everything mixes together fine. If used, herbalists need to gather a wider variety of components to get ones that match. For example, all capitalized letters in my campaign are either + or -, they do not come in universal. All other materials come in (1-3) +, (4-6) -, (7-8) neutral. This just keeps an herbalist from being a production line. The first # is the cost, the 2nd is the DC. The price is based on a formula, divide DC by 2, truncate it, and multiply by 5. The reason for 1/4 or 1/5 pricing (i.e. the cost to make is a fraction of the cost to buy) is that, unlike alchemy, you must gather the materials for your work. This can take days or weeks, so the pricing is intended to take that into account. The 1/4 pricing is if you do not use the +/- system, the 1/5 pricing is for if you do. That, and I take the reduced cost into account when figuring whether a town can provide a herbal remedy (even a thorp might have a few simple herbal items). I'm still trying to perfect my rules for the gathering of herbs, and I'll post those ASAP. Any of these herbal mixes seem too powerful? [/QUOTE]
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