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advanced herbalism / alchemy

Pathfinder Online

Goblin Squad Member

When I think of herbalism I tend to think only of wandering around picking plant leaves, drying them or steeping them in various mixtures to create cures, buffs, and poisons. However herbalism also entails gardening and gardening presents an opportunity for experimentation. There could be rare collectables out into he wild that could be transplanted and then cared for to produce remarkable substances. With distinct combinations of reagent-like soils, fertilizers, special waters, and specific composts they might yield amazing things like roots that increase spell potency, power regeneration,, etc..

Similarly alchemy could also include experimenting with rich solutions to grow various magical crystals.

Goblin Squad Member

That sounds like it could be developed into a very fun "mini game". Alchemy can extend much farther than a simple potion maker; for example, transmutation of metals and the fabled Philosopher's Stone are staples when talking of alchemy.

Scarab Sages Goblin Squad Member

There is a rich collection of alchemical items in the TT rpg to draw upon: Alchemist's Fire, Thunderstones, Tindertwigs (also known as matches), Tanglefoot Bags, Acid, and so on.

That isn't even touching on the the Alchemist class, that can make spell-like infusions, bombs, and elixirs. I wouldn't expect to see an alchemy class skill path until well after OE after all core classes have been introduced. However, I think there is still room for several goodies to be made with the Alchemy craft skill.

Goblin Squad Member

I was thinking about alchemy the other day. I was thinking there should be tons of ingredients that have to be prepared in certain ways to unlock their properties. For instance the same substance could be minced, juiced, toasted or mashed with each having the chance to unlock a new property. Furthermore, unlocking that property may take a certain skill level in that ingredient and/or the method used to prepare it.

The idea is alchemy should have a nearly limitless number of variables in potion preparation so that even with wikis in existence there is always room to discover something new.

Goblin Squad Member

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Elder Scrolls: Oblivion has a basic alchemy system, but there were over 100 ingredients from different creatures, plants and animals. One plant might yield roots, stems, pollen, nectar, seeds, petals, juice, pulp, ferment, dried parts....and that's just one plant. Think of all the "goodies" available from living creatures (well, after you harvested their parts and stuck 'em in jars they wouldn't be living anymore). Other things have been ingredients too...crushed or powdered gemstones, ores and minerals, even essences of creatures (usually extracted in diabolical rituals, often resulting in the death of the "donor", or that creature turning into a husk, controllable golem or servant).

Goblin Squad Member

Detail and complexity. Yum.

Goblin Squad Member

Discovery should be a major part of all the crafts. GW2 had a really juvenile crafting system with utterly predictable results from their so called "discoveries". (I was embarrassed for whoever designed that crafting system.)

There should be strange ingredients, bread crumbs with partial recipes for complex formulas (treasure found in dungeons, or scraps of paper taken from the pocket of a dead hill giant), a single page from a treatise on advanced alchemy...then leave the experimentation to the finder. And the formula would be an exclusive to that alchemist until another alchemist discovered that formula on his/her own, or you chose to sell it, or share with other members of your alchemy guild.

Goblin Squad Member

The EQ2 crafting system was pretty good and actually did have a carnivorous plant that would produce different results depending on the mix of nutrients and soils.

Grand Lodge Goblin Squad Member

I am certainly hoping for a complex system that allows for gathering from a variety of sources (roots, bushes, trees, grasses, animals, etc); discovery of new resources (rare unknowns); experimentation of new concoctions; and the recording of new recipes.

Elder Scrolls: Oblivion did have an excellent system. Killing critters in Darkfall, also dropped an interesting variety of items.

Goblin Squad Member

And a system like this does even require every combination of stats as a result of experimentation be long as the rules to determine any given set of stats for the product of an experiment.

Could you imagine if your "herb" garden was composed of the product of a years worth of experimentation...and raiders come burn down your CCs and all? They get a few samples of the product, either discard it because they have no crafters who can see their value or keep it to utilize/sell. Give full-time crafters a reason to get their product back.

Goblin Squad Member

1 person marked this as a favorite.

Has anyone watched Grimm? Rosalee's shop is what I think of for the term 'Herbalism'. Pretty awesome stuff there.

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