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Gardening

Posted: Tue Aug 16, 2011 6:50 pm
by kiyoti
What skill would one need to plant/tend a garden of herbs? Knowledge: Nature does say it covers plants?

Also would that same skill be used for the refinement of said herbs into usable *coughs* “substances” ?

I just wanted a clear decision on this before I spend my precious, precious skill points!

Re: Gardening

Posted: Tue Aug 16, 2011 6:51 pm
by SwordSaintMusashi
The refinement of..."substances"...falls under craft: Alchemy or Craft: Poison Use, depending on what kind of "substance" you're going for.

Re: Gardening

Posted: Tue Aug 16, 2011 6:54 pm
by Heero
I think he was talking about mind altering drugs such is the mary jane aka ganja.

Re: Gardening

Posted: Tue Aug 16, 2011 6:54 pm
by Veilan
Profession: Gardener

Re: Gardening

Posted: Tue Aug 16, 2011 6:56 pm
by Castano
this is just my opinion - you do not need to burn skill points to grow common plants.

if you are growing stuff that effects game mechanics or generates revenue then you do need to spend skill points on something. I will leave it to our skills mavens to pick the skill.

Re: Gardening

Posted: Tue Aug 16, 2011 6:57 pm
by kiyoti
hmm...
don't know which would apply. shame there isn't a Craft: Narcotics! :hic:

Profession would mean trying to make a living as a gardener right? what about the at home amateur?

Re: Gardening

Posted: Tue Aug 16, 2011 6:59 pm
by Castano
if you are growing drugs solely as part of your RP I'd say just get with an individual DM. I just don't want revenue sources popping up w/o skill burn or some other obstacle to overcome.

Re: Gardening

Posted: Tue Aug 16, 2011 7:05 pm
by kiyoti
Just so I follow,

Personal at home growing and refining of herbs = no skill requirements

Making money at growing and refining of herbs = Profession: Gardener and Craft: Alchemy

That sum it up?

Re: Gardening

Posted: Tue Aug 16, 2011 7:15 pm
by Brokenbone
I'd think any refinement into anything useful would always mean Craft. Craft can be done untrained though, so even with no skill ranks, maybe you will achieve a DC20 result for something or other. Still, crafting also means that the end product does have a value, and raw materials also had a value. The less failed rolls, the less raw materials wasted. One never ends up with "something for nothing."

Creation of unrefined goods though, could be unskilled harvesting, could be low-skill cultivation for low DC "gardening", Profession can't be done untrained, you might figure on at least 1 skill rank to be able to do "DC 10 Tomatoes" if that's how hard your DM found tomato cultivation. Maybe he'd find belladonna cultivation to be, I don't know, DC20.

I think there's some poisoner's handbook out there in PDF form that might have ideas to bring to a willing DM crew, if that's your angle. Or there's lots and lots of Alchemy junk spread over many sourcebooks, often with DCs for creation. Usually limited discussion of raw materials, it's more a "this much gold worth of certain ingredients"...

(Edit, "Pale Designs, A Poisoner's Handbook" is a one Thinktank always used to like)

Re: Gardening

Posted: Tue Aug 16, 2011 7:37 pm
by SwordSaintMusashi
The creation of any "Drug" is craft: Alchemy. There's a few blurbs on it in the Book of Vile Darkness and a few others guides dealing with drugs and addiction, etc.

Re: Gardening

Posted: Tue Aug 16, 2011 7:48 pm
by hollyfant
kiyoti wrote:Knowledge: Nature does say it covers plants?
Where does it say it doesn't over plants? Or doesn't say it does? :chin:

Re: Gardening

Posted: Tue Aug 16, 2011 8:08 pm
by Blindhamsterman
craft alchemy is needed to make drugs and the like *nod*

Re: Gardening

Posted: Tue Aug 16, 2011 8:09 pm
by kiyoti
hollyfant wrote:Where does it say it doesn't over plants? Or doesn't say it does?
it does cover the knowledge of plants,yes. :yeah: just not growing and tending them.
kiyoti wrote: Knowledge: Nature does say it covers plants?
i missed that I put a damned question mark on that! :doh:

Re: Gardening

Posted: Wed Aug 17, 2011 10:38 pm
by Zelknolf
There's also profession (herbalist), which details a lot of the growing and preservation of herbs, which goes with alchemy (as SSM mentioned: covering the synthesis of refined chemicals) and heal (knowledge of their effects on the body).

As it turns out, tripping balls is a massively multidisciplinary study.

Re: Gardening

Posted: Wed Aug 17, 2011 10:45 pm
by CloudDancing
Haven has a small stand alone gardening system.

You have your farm beds (placeables)

Seeds and reagents are put into your crafting bag

You buy beds

You choose a bed,

You choose a recipe

You plant (you roll your skill vs the plants difficulty)

You wait

Eventually something grows according to your rolls

You harvest (you roll again on your skill)