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General Tabletop Discussion
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Why are potions of healing so expensive?
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<blockquote data-quote="Mercurius" data-source="post: 8251153" data-attributes="member: 59082"><p>Yes, agreed (first paragraph) and I like your idea (second paragraph).</p><p></p><p>I think part of the "problem" (such as it is) is that the D&D world is generally envisioned as a quasi-medieval world with magic stuff <em>in </em>it, not how the ancients and indigenous people of our world viewed (or view) our world: that it is ensouled, embued with lifeforce. Meaning, magic is intrinsic to the world and, in a way, it "grows out of it." </p><p></p><p>So a ranger or druid could theoretically know herbs or springs of water that have healing properties beyond just the typical skill usage of Medicine. In fact, as I write this I think I'd allow for a druid or ranger to make a Nature check on a short rest. Other classes with proficiency in Nature could still make the check but might be at Disadvantage (or maybe they aren't, and druids at least get Advantage). Something like:</p><p></p><p></p><p>1-10 Nothing found</p><p>11-15 herbs that offer d4 worth of healing</p><p>16-17 herbs that offer 2d4 worth of healing</p><p>18-19 herbs that offer 3d4 worth of healing</p><p>20+ special - an herb or plant (possibly mushroom) with special healing properties</p><p></p><p>Or something like that.</p><p></p><p>There would be a modifier, plus or minus, depending upon the environment. A desert might be -5, while a primeval forest brimming with magic might be +5.</p></blockquote><p></p>
[QUOTE="Mercurius, post: 8251153, member: 59082"] Yes, agreed (first paragraph) and I like your idea (second paragraph). I think part of the "problem" (such as it is) is that the D&D world is generally envisioned as a quasi-medieval world with magic stuff [I]in [/I]it, not how the ancients and indigenous people of our world viewed (or view) our world: that it is ensouled, embued with lifeforce. Meaning, magic is intrinsic to the world and, in a way, it "grows out of it." So a ranger or druid could theoretically know herbs or springs of water that have healing properties beyond just the typical skill usage of Medicine. In fact, as I write this I think I'd allow for a druid or ranger to make a Nature check on a short rest. Other classes with proficiency in Nature could still make the check but might be at Disadvantage (or maybe they aren't, and druids at least get Advantage). Something like: 1-10 Nothing found 11-15 herbs that offer d4 worth of healing 16-17 herbs that offer 2d4 worth of healing 18-19 herbs that offer 3d4 worth of healing 20+ special - an herb or plant (possibly mushroom) with special healing properties Or something like that. There would be a modifier, plus or minus, depending upon the environment. A desert might be -5, while a primeval forest brimming with magic might be +5. [/QUOTE]
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Why are potions of healing so expensive?
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