FriedIce
The Authentic Fake
- Location
- Hyperreality
Firstly, getting Potions to Apprentice is way easier than getting Charms there because of the bonus this turn. On an ordinary training turn we average around 7 successes, this bonus gets us to 10-12 successes this turn. So you're not comparing like with like. We also reroll 1s on Potions so it's probably even higher than that.Alright so the question in regards to potions is if getting to apprentice in it is more useful than getting Charms to apprentice. The answer is a hard no imo. The reason being the turn around for getting benefits from them are like 3 months per potion.
Secondly, at a base mechanical level Potions gets Physical Cultivation to a DC of 11 which gives us ~11 successes a turn on our last remaining major task. Charms, by comparison just increases our dice to a d24 which gives us ~9 successes a turn.
In conclusion Charms is both harder to learn than Potions and gives us less value.
EDIT: I will say that without the bonus this turn, I think Charms is probably a better investment because the roll bonuses apply to everything but rolling with Advantage is just too powerful a bonus to pass up. And we'll want some Potions for the Universal Solvent eventually too.
If you want Peak Physical ASAP then Potions this turn what we need. The opportunity of rolling with advantage for all our training rolls this turn is huge.I'll go for this. Getting Transfiguration to Apprentice will still help a lot with all our actions.
Depending on what we get for our random points it sets us up next turn to get Basic Herbology and Potions with 1 action each, which could then lead to punching straight through to Peak Physical the turn after.
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