Skill change for shrubs

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Habitu
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Skill change for shrubs

Unread post by Habitu »

I've been trying to find posts and I have not found any upon how recent of a change this was but the "Stonelike Shrubs" have changed to an Alchemy roll now it seems? Though they were a Survival roll before. I was curious why the change? The shrub is used in it's natural form not in an alchemical manner where it is changed into a powder or liquid, for potions etc, which would make it alchemy at least personally to me.

I was suggesting a change back as RP wise for my druid it felt natural to get the base components of what could then be used in alchemical means. I have not checked the other bushes and such yet to see if the roll changed for those as well but if they are I would make the same suggestion.
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Rhifox
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Re: Skill change for shrubs

Unread post by Rhifox »

Only the Ulgoth's Beard one is alchemy. The Reaching Woods stone root is still Survival. I do agree that the UB one should be survival too, though. Ideally alchemy should be required for crafting potions, rather than harvesting herbs (like, both Ulgoth and Reaching should give normal Stoneskin roots, and then you could use Alchemy to turn it into a Greater Stoneskin balm. IMO.)
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Habitu
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Re: Skill change for shrubs

Unread post by Habitu »

The Wyvern's one is also Alchemy
Rhifox wrote: Thu Apr 29, 2021 6:39 pm Only the Ulgoth's Beard one is alchemy. The Reaching Woods stone root is still Survival. I do agree that the UB one should be survival too, though. Ideally alchemy should be required for crafting potions, rather than harvesting herbs (like, both Ulgoth and Reaching should give normal Stoneskin roots, and then you could use Alchemy to turn it into a Greater Stoneskin balm. IMO.)
Yes, to the whole Alchemy bit. As long as it does not taking away from the Ranger/Druids/anyone with survival who harvests it in the base form should still get that GS boon.
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Rhifox
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Re: Skill change for shrubs

Unread post by Rhifox »

Habitu wrote: Thu Apr 29, 2021 8:14 pm The Wyvern's one is also Alchemy
Is there a stoneroot there? I thought it was just the Ragweed? I'll have to look around.
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Planehopper
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Re: Skill change for shrubs

Unread post by Planehopper »

It isn't a "change", though. It has always been craft alchemy for some
(in particular the wyvern one, it was among the first of them) and survival for others. Or, there was something there with craft alchemy anyway. Pretty sure it was the stone root.

Not disagreeing per se on the difference, though I assumed it was to keep survival from doing everything, and have always RPd it as the weaker forms requiring a better sense of alchemical/chemical properties to use it correctly. Not that that really fits. The only reason craft alchemy is on the belt knife at rocky creek is to help with foraging.

I'd rather see lore-nature be of use somewhere than have survival do it all, though.
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Habitu
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Re: Skill change for shrubs

Unread post by Habitu »

Rhifox wrote: Thu Apr 29, 2021 8:23 pm
Habitu wrote: Thu Apr 29, 2021 8:14 pm The Wyvern's one is also Alchemy
Is there a stoneroot there? I thought it was just the Ragweed? I'll have to look around.
Yes, Enter the area head right, go down teh ramp it is by the tree on your left.
Planehopper wrote: Thu Apr 29, 2021 8:49 pm It isn't a "change", though. It has always been craft alchemy for some
(in particular the wyvern one, it was among the first of them) and survival for others. Or, there was something there with craft alchemy anyway. Pretty sure it was the stone root.

Not disagreeing per se on the difference, though I assumed it was to keep survival from doing everything, and have always RPd it as the weaker forms requiring a better sense of alchemical/chemical properties to use it correctly. Not that that really fits. The only reason craft alchemy is on the belt knife at rocky creek is to help with foraging.

I'd rather see lore-nature be of use somewhere than have survival do it all, though.
Perhaps I am mixing the two areas of the Reaching and Wyverns but I was certain I had gained stone root there as survival, and I understand splitting the skills it does make sense. I was surprised Lore nature wasn't too as that came to mind but then I didn't know how split up skills would be after that.
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Planehopper
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Re: Skill change for shrubs

Unread post by Planehopper »

The craft alchemy versions were added a long time before lore-nature was added as a skill.

I'd love to see more added, different versions of plants, flowers, roots, etc. with lore-nature or survival to harvest. Maybe some with a search or dungeoneering check to find the substance before the skill check to harvest.

And then craft alchemy allowed to create X based on ingredients (like Rhifox mentions above).
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Wandering_Woodsman
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Re: Skill change for shrubs

Unread post by Wandering_Woodsman »

Maybe I'm delusional here, but would it not be possible to have the skillcheck for gathering the plant...uh, check to see what you are skilled at?

Lore would give you a chance to harvest, as you'd have learned about it in your travels.
Survival would give you a chance to harvest, as you'd have seen it before, and studied the plant to find out its benefits.
Alchemy would give you a chance to harvest, as you'd know the properties of the plant from your usage of it, specifically what parts would be beneficial, and what would not be.

All in all, all three skills could be useful. It would take a little coding, obviously, but it would be possible to have the system say something like:

Oh, you want to harvest this? Okay, let's check to see what you know.
Alchemy? Nope.
Lore? Nope.
Survival? Yep, okay. You have a chance to have learned about this from your various travels through the wilderness. let's see here.

*rolls dice*

Yes/No on harvest.

YMMV, but you get the idea.
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Habitu
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Re: Skill change for shrubs

Unread post by Habitu »

Wandering_Woodsman wrote: Fri Apr 30, 2021 9:08 am Maybe I'm delusional here, but would it not be possible to have the skillcheck for gathering the plant...uh, check to see what you are skilled at?

Lore would give you a chance to harvest, as you'd have learned about it in your travels.
Survival would give you a chance to harvest, as you'd have seen it before, and studied the plant to find out its benefits.
Alchemy would give you a chance to harvest, as you'd know the properties of the plant from your usage of it, specifically what parts would be beneficial, and what would not be.

All in all, all three skills could be useful. It would take a little coding, obviously, but it would be possible to have the system say something like:

Oh, you want to harvest this? Okay, let's check to see what you know.
Alchemy? Nope.
Lore? Nope.
Survival? Yep, okay. You have a chance to have learned about this from your various travels through the wilderness. let's see here.

*rolls dice*

Yes/No on harvest.

YMMV, but you get the idea.
That would be pretty neat actually. Give more variety to people with their skills and not just mainly having the same ones unless you specifically take a certain skill for RP reasons. That would help with the spread out of Lore too IMO.
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