It has a lot of other benefits besides crafting basic poisons, especially for harvesting poison and venom from creatures. Its associated skills also make it great for making sure no one in your party gets poisoned, for investigating people who got poisoned, and for gathering a lot of info on poisons
I'd never let player's use Alchemist's Supplies for making poisons. That's the job of the Poisoner's Kit. You want to lean into some material transmutation, making a trap that creates fumes or explosives, or creating some non-consumable substance like glue or acid (consumables like potions I mostly restrict to the Herbalist's Kit) - that's all fine. Poisons, toxins & venoms (and their cures) are left to the Poisoner's Kit. Potions, salves, poultices, elixirs & tonics are left to the Herbalism Kit.
I understand that from a mechanics standpoint, but as a chemist it makes no sense that you can't make poisons with alchemist supplies but you can make other things just fine, especially when the alchemist kit contains the same things. That said, I understand where you're coming from and I quite like the distinctions you've made between the three kits.
@@TabletopWorms Even as a chemist it should make sense - the alchemist supplies don't have all the equipment needed to make the healing items or poison items. It's just a third of a chemistry set & skill set (the herbalism kit & posioner's kit being the other thirds). For alchemy in D&D, it's essentially a catch-all for everything that doesn't fall under "herbalism" or "toxicology". Some overlap between the three is to be expected, but that needs to be minimized.
@@morgorth3242 You could do the same by putting paint or glass powder into someone's drink, but glassblowing & painter's supplies don't have "ability to make poison" added as their primary feature. You can find specific, niche areas where any of the three kits overlaps one or both of the other kits/supplies (like making the toxic inorganic materials you stated), but that doesn't change that each should be more or less restricted to only creating certain things (and again, for alchemist's supplies, that is a restriction to transmuting materials - primarily inorganic materials - as that is the basis for alchemy).
@@TabletopWorms our campagain mainly takes place at sea on a ship going port to port. lots of free time in between . takes place in the one piece anime world
The Border Collie of Disapproval is intense.
Great video
Thank you!
I really don’t get the poisoners kit. There are no special parts in it so it just down’s make sense. Why would anyone get it?
My guess would be to make posions via RAW. It's stupid that the Alchemist's kit can't do the same thing.
It has a lot of other benefits besides crafting basic poisons, especially for harvesting poison and venom from creatures. Its associated skills also make it great for making sure no one in your party gets poisoned, for investigating people who got poisoned, and for gathering a lot of info on poisons
yooooo it's monty
Sure is! She's almost a main character at this point. 🤣
@@TabletopWorms she is lol
I think its a shame that literally no one uses this item. Maybe they get buffed in the new player's handbook
I think people need to be willing to try. Every long rest is worth an attempt to make something, even if it's as simple as a flask of oil
i combine it with alchemy jug and now every long rest i can make 2 acid potions
I'd never let player's use Alchemist's Supplies for making poisons. That's the job of the Poisoner's Kit.
You want to lean into some material transmutation, making a trap that creates fumes or explosives, or creating some non-consumable substance like glue or acid (consumables like potions I mostly restrict to the Herbalist's Kit) - that's all fine.
Poisons, toxins & venoms (and their cures) are left to the Poisoner's Kit.
Potions, salves, poultices, elixirs & tonics are left to the Herbalism Kit.
I understand that from a mechanics standpoint, but as a chemist it makes no sense that you can't make poisons with alchemist supplies but you can make other things just fine, especially when the alchemist kit contains the same things.
That said, I understand where you're coming from and I quite like the distinctions you've made between the three kits.
arsenic and mercury are part of alchemy and are posiones...
as alchemist you could easly posion some one with deadly stuff like arcenic and mercury
@@TabletopWorms
Even as a chemist it should make sense - the alchemist supplies don't have all the equipment needed to make the healing items or poison items. It's just a third of a chemistry set & skill set (the herbalism kit & posioner's kit being the other thirds). For alchemy in D&D, it's essentially a catch-all for everything that doesn't fall under "herbalism" or "toxicology". Some overlap between the three is to be expected, but that needs to be minimized.
@@morgorth3242
You could do the same by putting paint or glass powder into someone's drink, but glassblowing & painter's supplies don't have "ability to make poison" added as their primary feature.
You can find specific, niche areas where any of the three kits overlaps one or both of the other kits/supplies (like making the toxic inorganic materials you stated), but that doesn't change that each should be more or less restricted to only creating certain things (and again, for alchemist's supplies, that is a restriction to transmuting materials - primarily inorganic materials - as that is the basis for alchemy).
combine alchemy jug with alchemy supplies. and you got a gold mine :D made 160 Gold in fiew days haha
@@morgorth3242 just make sure to not put too much supply into the market!
@@TabletopWorms our campagain mainly takes place at sea on a ship going port to port. lots of free time in between . takes place in the one piece anime world
@morgorth3242 Okay that's super cool!