qazzquimby
2014-04-28, 10:20 PM
This stemmed from an initiative to make base resources attainable without buying them from a store, or the DM just saying "you find some," but the farming aspect especially may hold some potential.
Basic crops merely act as food, and can be grown easily in any fair climate, but far more interesting plants exist.
Most, if not all potions come from some prepared vegetation, so inherently magical plants can be found or grown, and consumed unprepared for reduced effects, or crafted into potions without the gp cost. Same goes for most poisons.
Plant creatures could be bred and farmed, for anyone who might benefit from it.
New plants made be the rest of the playground to fill any effect that isn't covered by potions, or that seems especially flavourful.
Plants grow over the course of weeks, by default at least, so farming will not fit all campaigns.
One obvious hurdle is characters farming there way to riches by growing expensive potion plants to sell, for which the hazards of growing the plant must be high enough to justify the plant's cost.
Making the plant only grow in extreme conditions, on another plane, in a wandering-monsterful area, with a chance of spoilage, or other hazards should do this, but is not going to be fool proof against a party of intelligent PCs.
Sailbulbs emulate fly after 6 weeks of growth. They grow best at extremely high altitudes, or in the elemental plane of air, and require a temperate climate to grow. After two weeks of growth, the sailbulbs extend into the air, as bulb inflates with lighter than air gas, and hangs from it's stem. From this point on the bulbs are extremely fragile, and we burst if they take any damage. After approximiately six weeks, bulbs with spontaneously mature, and detach from their stems, rising suddenly. Only bulbs harvested after detaching produce the effects of fly.
That's probably much too difficult for a third level spell. Is there a higher level spell that would be appropriate?
A greatly accelerated PC class rapidly growing plant monsters and ensnaring vines during combat would be interesting.
Does anyone have advice or input?
Basic crops merely act as food, and can be grown easily in any fair climate, but far more interesting plants exist.
Most, if not all potions come from some prepared vegetation, so inherently magical plants can be found or grown, and consumed unprepared for reduced effects, or crafted into potions without the gp cost. Same goes for most poisons.
Plant creatures could be bred and farmed, for anyone who might benefit from it.
New plants made be the rest of the playground to fill any effect that isn't covered by potions, or that seems especially flavourful.
Plants grow over the course of weeks, by default at least, so farming will not fit all campaigns.
One obvious hurdle is characters farming there way to riches by growing expensive potion plants to sell, for which the hazards of growing the plant must be high enough to justify the plant's cost.
Making the plant only grow in extreme conditions, on another plane, in a wandering-monsterful area, with a chance of spoilage, or other hazards should do this, but is not going to be fool proof against a party of intelligent PCs.
Sailbulbs emulate fly after 6 weeks of growth. They grow best at extremely high altitudes, or in the elemental plane of air, and require a temperate climate to grow. After two weeks of growth, the sailbulbs extend into the air, as bulb inflates with lighter than air gas, and hangs from it's stem. From this point on the bulbs are extremely fragile, and we burst if they take any damage. After approximiately six weeks, bulbs with spontaneously mature, and detach from their stems, rising suddenly. Only bulbs harvested after detaching produce the effects of fly.
That's probably much too difficult for a third level spell. Is there a higher level spell that would be appropriate?
A greatly accelerated PC class rapidly growing plant monsters and ensnaring vines during combat would be interesting.
Does anyone have advice or input?