Bolo
Member
Posts: 42
Primary Character: Bolo (Priest)
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Post by Bolo on Apr 4, 2018 23:27:04 GMT -7
Level 1 of Survival says, "Gains Herbalism skill". What is Herbalism in the game?
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Post by Nikki on Apr 5, 2018 6:54:24 GMT -7
Herbalism is a Gathering skill to gather Herbs, it is just specific to Survival and you must purchase that skill and not a Gathering one to obtain it.
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Bolo
Member
Posts: 42
Primary Character: Bolo (Priest)
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Post by Bolo on Apr 5, 2018 21:33:35 GMT -7
Is Energy used to gather the herbs, or are Gathering Points earned from Gather Skill used to gather the herbs?
Are these herbs useful in making Toxicology compounds or something other craft skill (brewer, cook, distiller) or are the herbs for some other purpose?
I haven't seen a Craft Potion or Alchemy skill, is that not part of the game?
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Post by Nikki on Apr 6, 2018 10:55:30 GMT -7
We cannot disclose what herbs are used for as we do not disclose what any other gathering skill is used for. As we have a process for recipes we don't like to expose that "well this will be here, and this here" rather we'd like people to organically find out where herbs and other components will do into, but common sense does help you on where they might go.
What most people refer to Alchemy is Toxicology in this game system.
Survival has a draw bag. So essentially we will put in the animals to hunt, scouting opportunities, and herbs in the area into a bag and whatever level you are in Survival you will be able to draw that number of times out of a bag. It is not like other Gathering skills that you will need Gathering Points with.
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Bolo
Member
Posts: 42
Primary Character: Bolo (Priest)
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Post by Bolo on Apr 7, 2018 10:41:01 GMT -7
Sounds interesting! and I do like that there are things to learn in-game, that are not spelled out in the game book. the mystery....
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Post by ravengode on Apr 14, 2018 23:25:23 GMT -7
Not knowing the basics of "Herbalism is a gathering skill for Toxicology" makes it very hard to 1. Understand how your setting works, 2. Build characters that might actually want to be good at that. 3. Also establish an economy. As we don't know what thing is used for what, I don't know what to charge someone for something as my merchant (other than what an arbitrary table set by the GMs tells me).
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Post by Jimmy on Apr 15, 2018 6:40:17 GMT -7
Not knowing the basics of "Herbalism is a gathering skill for Toxicology" makes it very hard to 1. Understand how your setting works, 2. Build characters that might actually want to be good at that. 3. Also establish an economy. As we don't know what thing is used for what, I don't know what to charge someone for something as my merchant (other than what an arbitrary table set by the GMs tells me). 1. Understood. Which is why we clarified it here on the Foums as well as are having the Q&A on the 21st to answer any outstanding questions or unclarified information the players have. 2. See number one. 3. Herbalism is used to power anything that requires herbs. That could be Toxicology, Cooking, and perhaps even other skills. The world is vast and the story is large. Not quite sure what you mean by "arbitrary table set by the GMs" as that would be the only information in the world that your character would have.
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Post by ravengode on Apr 18, 2018 10:34:48 GMT -7
Ok, so I'll try an example: If mechanically I don't know what Herbalism is used for, I go to the World Market table and see Lavender is Rare and selling for 12cp. All I know is that for some reason Lavender is rare and somehow the Market has come to the arbitrary value of 12cp. I come across a piece of Lavender, but don't know if any of the PC's can use it (because mechanically I or anybody else don't know what Herbalism gathers for) so I don't sell it to a PC. I either just sit on it, at which point I'm just collecting Pokemon, or I sell it to the Market for an arbitrary price. Now if I know mechanically that Herbalism is used to gather Toxicology, and through game play I find that there is only 1 PC (or if the game is big, a small handful) that has that skill, I can now start the RP of negotiating a price for it, and see if I can get something more than I would just vendoring it off to the Market.
Note: Also the in the first part of the example, I know that if I sit on it, it will have the unintended consequence of upping the Market Value (coming from a GM point of view). So if said other PC's somehow figure out the use of Lavender and don't know any is in play (because I have no reason to advertise it) and they get access to purchase from the Market, I've driven up the price on them. In addition they went to the Market to get it rather than me so now I'm also out the money they spent on it.
Note 2: If your intent is to keep certain things as in game discovery, such as what Lavender specifically is used for, that can be accomplished through the Toxicology recipes. That way only the people with that skill will know what Lavender is specifically used for, once they find the recipe in game. The rest of the game simply knows that Herbalism is a gathering skill for Toxicology.
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Post by Nikki on Apr 18, 2018 11:07:21 GMT -7
I may pick up a flower that I find beautiful. I also notice that they sell and buy the flower at a market. It wouldn't make sense that I, a person with no experience in Potion Making, would have any idea that this flower can also be used in a healing potion, or for anything else for that matter unless I had a skill that told me I could use it for such. If someone wanted to a know a worth on a person to person level, I'd personally begin to ask people around if they can use that, and if so I'd then haggle. But very few characters in this, nor our, world know where all the resources are, and what recipes they correspond to. We tried to make that as realistic as we could in the perimeters given. Our intent is indeed to keep a large amount of discovery in the game!
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Post by ravengode on Apr 19, 2018 20:01:54 GMT -7
So what you're saying is that no one in your world knows, as common knowledge, that potion makers go out looking for flowers, unless they themselves are already a potion maker?
I totally understand that the common knowledge wouldn't let you understand that the flower is used in healing potions, but the basic understanding of that potions use flowers should be common knowledge if potion making is a common, or even uncommon occurrence /profession. It would be like saying a mason uses stone, or a carpenter uses wood.
Given that you put the skill in as a starting skill, I imagine then that this would be a commonly occurring profession.
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Post by Jimmy on Apr 20, 2018 11:42:39 GMT -7
So what you're saying is that no one in your world knows, as common knowledge, that potion makers go out looking for flowers, unless they themselves are already a potion maker? I totally understand that the common knowledge wouldn't let you understand that the flower is used in healing potions, but the basic understanding of that potions use flowers should be common knowledge if potion making is a common, or even uncommon occurrence /profession. It would be like saying a mason uses stone, or a carpenter uses wood. Given that you put the skill in as a starting skill, I imagine then that this would be a commonly occurring profession. Corey, I think you're missing the intent of our game and system. If you are playing a new character, indigenous of this world, we will be more than happy to sit down with you and explain more about the current world. However, most players from Chapter 1 are coming over with their characters from Chapter 1 which means this is a brand new world to them with different plants, animals, gods, and almost everything else. In that scenario, you wouldn't know what plants are different from others unless you purchase those skills which will give you guidelines up to your level of purchase. More importantly, this world is supposed to be about wonder and discovery. Many LARPers like to know exactly what they are getting into and what skills do what and are most advantageous. Effectively, making the most efficient character for the player's goals. Whereas I understand this point of view, this is NOT the game for those players. This game is for people who want to get into the mental space of their character and react to everything they experience in game as their character would. There are many LARPS out there that give you their full systems in which you can min-max the points for your advantage and know what everything is and what to do with that, but this isn't one of them. This forum is to clarify and answer questions about rules. We have clarified and answered your question. If you wish to argue, submit an argument to narrators@crusadeoflegends.com and we will review and respond back with our decisions. Arguing here should not occur as we are not looking to defend the system. We feel it's very good and will be very rewarding to the right players. If you don't think that will be you. If you can't trust plot. If you don't think things will be fair. If you're going to get angry out of game when things don't go the way you, the player, assumed they would. If you don't want to discover a new world and how it interacts. Then this, quite honestly, is not the game for you. I hope you decide it is and begin to understand our vision and path. Thanks, Jimmy
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