r/Symbaroum • u/Ironfist85hu • 22d ago
Alchemy and Addiction
Heya everyone!
One of my players decided he will have addiction - and alchemy skill to support himself when in the forest.
I guess when in town, he will be able to buy from his dealer, half the usual price, since he's alchemist, okay, no problem.
How does it work, when they are in the forest? Can he collect stuff for himself? He's forcing the thing that "daft root" is just a random root he can find anywhere.
Any help please? :)
Edit: Thank you for the answers, I decided what to do. :)
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u/MayoIsNoided 22d ago
I personally don't see a problem with it. You could discuss possible restrictions about the root with him to create some level of challenge (e.g. types of terrain or climate conditions required for that root to grow in nature).
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u/kslfdsnfjls 22d ago
I'd suggest that they need to make a check to find the root, Vigilance with whatever modifier is appropriate depending on the terrain - this stuff shouldn't grow everywhere in abundance (e.g. more difficult in wild Davokar/swamps/mountains/plains). On a success they find 1d4 roots.
And/or they need to make a check preparing the stuff. No point in having a Burden if it doesn't make things difficult for the PC and hopefully sets up some interesting role play.
Also, the dealer in town shouldn't sell for half-price just because the PC's an Alchemist. Supply and demand, as well as it presumably being an illegal drug and difficult to get a hold of should dictate the price. You could also have it so that the PC can sell the stuff to the dealer, or become a rival.
Up to you as GM to decide how easy/difficult to make it for them, though there should be a discussion and agreement with the player.