Voadam
Legend
because dart throwing or is it crossbows ... are such an iconic wizard trait... smh
Moldvay B/X Basic dagger only FTW!
because dart throwing or is it crossbows ... are such an iconic wizard trait... smh
When resolving important (not physical) conflict ie in skill challenges they are definitely supposed to have the same story impact if you do not let them do it when it is less significant that seems odd to me. .... Note when the rituals are most useful to the story ie most impactful they are the same as skill value to me that says something about the power of skill use to resolve difficult situations.I see.
I would not extrapolate from applicable skills and rituals both being one success on a skill challenge to them being explicitly supposed to accomplish the same amount of story impact outside of a skill challenge context.
They are much like specialized applications of skill you learn and generally seem like protracted use of skill and to achieve specialized results, sometimes based on different skill than normally might achieve a similar result and comparable to rituals in power but not method with a HS cost instead of components (which they actually added to some rituals too later.) Few skill checks are normal.Martial practices aren't skills alone are they?
They arent a magical effect and no it didnt "generally" use skill rolls but could they were a generally reliable effect costing HS but considered applied via an associated skillI thought they were a feat based system similar to how you could use a feat to pick up ritual magic which uses skill rolls to succeed at the magical effect.
It was in Martial power 2 (Feb 2010 is less than 2 years in, not particularly late in the game), but they weren't developed very far... I have speculations about why.It was a later 4e thing that I never saw much of.
Not feats at least not in the D&D sense ... in a general sense feats are a good word, they are utility powers comparable to spells and other utility powers yes.Skill powers are feats leveraging skills to do things that the skill descriptions alone don't say they do, right?
yes you were misremembering and yes they really just confirmed that skill could achieve what spells could.Or am I misremembering? Are they utility powers open to anyone with the trained skill and so designed to be roughly equal power to equal level utility powers, whether magical or not?
Darts in 1e. Crossbows in 3e.because dart throwing or is it crossbows ... are such an iconic wizard trait... smh
Not really. In XGtE the Alchemist kit is used for Alchemist Fire and Acid. Healing potions are made via the Herbalism kit.Alchemy in the game is how you make healing potions, magical oils and such.
Not true.Not really. In XGtE the Alchemist kit is used for Alchemist Fire and Acid. Healing potions are made via the Herbalism kit.
So, alchemy is not magical in any way given their uses in the game.
Alchemical Crafting.
You can use this tool proficiency to create alchemical items. A character can spend money to collect raw materials, which weigh 1 pound for every 50 gp spent. The DM can allow a character to make a check using the indicated skill with advantage. As part of a long rest, you can use alchemist's supplies to make one dose of acid, alchemist's fire, antitoxin, oil, perfume, or soap. Subtract half the value of the created item from the total gp worth of raw materials you are carrying.
Alchemist's Supplies
Activity DC Create a puff of thick smoke 10 Identify a poison 10 Identify a substance 15 Start a fire 15 Neutralize acid 20
Indeed. But you do get a pull when casting Detect Magic on a potion of healing, so where does that magic come from? Alchemists can't imbue something with magic without using magic, can they? And most games don't have magical herbs or plants.None of what you just quoted says magical.
What do you get when you detect magic on an alchemist's kit? Nothing.