empireofchaos
First Post
Well, I can explain the bizarre rules on potion concentration (or lack thereof), but for the life of me, I can't tell you why someone would spend their life craftin' potions instead of adventurin'.
To each their own!
Adventurin' can come in a lot of different packages. I had a party take over an apothecary's store, and one character took up an herbalism skill, and wants to make potions during downtime. Can this activity root the character in the setting more than killing random dungeon monsters? I say yes. Along the way, he and the party learns about component suppliers (including unscrupulous ones), and may learn where the previous owners fled to. So is the better GM move to say the component cost/time investment is comparable to/slightly more than the cost of scribing a scroll, and open up possibilities, or to throw the book at them, and make doing this virtually impossible? Seems like a pretty clear choice to me, but as you say, to each his own.