Harliquinn wrote:
The Herbalism Route seems to be fairly well thought out and useful. I have a player/GM who has been gathering herbs in several adventures. There were no 'hard and fast' rules for creation amounts that we could find, but depending upon the rarity or power, we were doing generally a 2d4 or something doses per attempt.
That there are no formal campaign guidelines even is exactly the problem. What you and your group do may not fly at a Con. I can easily seeing some GMs decide "well there's no actual rules for that, so you don't have those potions" or "nope, module says nothing about herbs, you search and find nothing useful". What works at home may not work at the Con, and that defeats the entire point of a 'living' campaign.