Craft Alchemy quantities

Suggestions Should Be Posted in Their Respective Categories

Moderators: Moderator, Quality Control, Developer, DM

Post Reply
User avatar
lavd
Posts: 48
Joined: Sun Jul 26, 2020 1:40 am

Craft Alchemy quantities

Unread post by lavd »

5 balsam make 1 heal kit (ointment) makes no sense. So much trouble for 50 coin worth healkit.
lets change it at least to 5 balsam makes 10 to be a full pack of kits

Not sure about other Craft Alchemy recipes. Please add your opinions who use them.

And maybe x2 the gathering when rolled 10 over DC
Jinni the jester
SandTrout
Posts: 48
Joined: Sun Mar 20, 2011 3:52 am
Location: College Station, TX

Re: Craft Alchemy quantities

Unread post by SandTrout »

Along similar lines, Stonewort herb (a poison) sells for ~1k at the merchant, while the processed stonewort paste (providing stoneskin) sells for only ~300, making the processing of stonewort a value-negative action.
Vaile Redhardt
User avatar
Riddance
Posts: 68
Joined: Sat Jul 23, 2022 1:14 pm

Re: Craft Alchemy quantities

Unread post by Riddance »

Can't comment anything trading-wise, since I don't understand server economy at all (make herbs cheaper goddamnt it, merchants won't buy anything for more than 1100-1300 gp anyway!), but
lavd wrote: Sun Apr 20, 2025 11:19 am And maybe x2 the gathering when rolled 10 over DC
You have lucky harvest on nat20 on roll and expertise harvest if you passed the double DC (like, rolled 22 on dc 11 gathering). Both give double amount of harvest, while first also not counting to your harvest limit
GMT+3 player with random time of appearing
Nicho Allenner - ranger of the Coast, worst needle of Forest Queen
Landar Davidson - Anduran from Waterdeep, on another journey
User avatar
lavd
Posts: 48
Joined: Sun Jul 26, 2020 1:40 am

Re: Craft Alchemy quantities

Unread post by lavd »

Double DC for double harvest seems too much. 10 points would be enough.
Jinni the jester
User avatar
lavd
Posts: 48
Joined: Sun Jul 26, 2020 1:40 am

Re: Craft Alchemy quantities

Unread post by lavd »

Can we tweak herbalism/alchemy this way ? before it is forgotten
Jinni the jester
User avatar
lavd
Posts: 48
Joined: Sun Jul 26, 2020 1:40 am

Re: Craft Alchemy quantities

Unread post by lavd »

I think I named the thread wrong: it is not Craft Alchemy, it is herbalist ointments and such. Nothing to do with potions.
Jinni the jester
SandTrout
Posts: 48
Joined: Sun Mar 20, 2011 3:52 am
Location: College Station, TX

Re: Craft Alchemy quantities

Unread post by SandTrout »

A bit of a bump and another recommendation that's related. There is a current per-reset limit how many herbs a character can harvest, regarless of how many nodes are available. Could this be removed for ingredient-only herbs like nettle, woundwort, and bloodpurge? This would make using those to create consumables for other players much more viable, and they sell for less than 1 gold per piece, so it won't contribute much to inflation.
Vaile Redhardt
User avatar
Aspect of Sorrow
Custom Content
Posts: 2633
Joined: Fri Mar 28, 2014 7:11 pm
Location: Reliquary

Re: Craft Alchemy quantities

Unread post by Aspect of Sorrow »

I would opt instead for an increase of their world presence.
SandTrout
Posts: 48
Joined: Sun Mar 20, 2011 3:52 am
Location: College Station, TX

Re: Craft Alchemy quantities

Unread post by SandTrout »

Increasing world presence does little to affect the issue, IMO, as long as the general cap on how many nodes can be collected per reset remains. Even with my knowledge of the herbalism crafting system, which AFAIK is in the top 10% of the playerbase, the amount of ingredients you can gather is pretty small, relative to what you can actually make from those ingredients.

Most recipes basic require 5-8 herb stacks for an effect that can bought from a vendor for 80-200 gold, making them largely of marginal value, even for the items that require 25+ alchemy skill (AK, high pre-epics with full SP investment.)
Vaile Redhardt
Post Reply

Return to “Suggestions and Discussion”