05-07-2019, 05:54 AM | #11 |
Join Date: Aug 2004
Location: Pacheco, California
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Re: Healing potion calculation
Problem with randomly fixing one thing at a time as you go along is that it introduces precedents that can bite you later on in ways you didn't expect. New GMs need a solid system that gives reasonable results and keeps the players on the adventure track because commerce is boring in play.
My answer is that the main source of potions in Dran is the Dranning school of Wizardry, which makes small amounts of every potion type (over the course of a four year cycle) as student projects. The cheat on the price comes from not paying the student alchemists full adult wages. Ergo player alchemists can take job rolls during non-adventure time, but they won't get rich with their own alchemy lab. If the players really want to raid the school then they will find a few potions and other items, after wading through a pile of Potters, but they'll have made themselves enemies of the entire duchy and the global Wizard's Guild.
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05-07-2019, 09:02 AM | #12 | |
Join Date: Aug 2018
Location: Richmond, VA, USA
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Re: Healing potion calculation
Quote:
Some of these threads, not just this one, have run their topics into the ground. Lighten up folks.
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RVA_Grandpa ----------------------------------------- https://travelingthelabyrinth.blogspot.com We never really grow up; we only learn how to act in public. |
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05-07-2019, 09:42 AM | #13 |
I do stuff and things.
Join Date: Aug 2004
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Re: Healing potion calculation
Seconded. Some of these discussions are chasing away new players. It's a rules light RPG and tactical dungeon combat game. Emphasis on the fun, less of the "but physics says . . . "
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Battlegrip.com, my blog about toys. |
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