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Poisoner's Kit makes several varieties of poisoned arrows,
and there's also the Bottomless Quiver magic item that makes 20 normal Arrows for free each day.
Unless you are burning through TONS of Crossbow Bolts every fight and can't be bothered to buy more.
My run was with 3 Archers (Rogue, Wizard, Cleric all with a Longbow) with the Paladin also shooting some as well, and I never got to a point where I thought I was going to run out of arrows.
In reality though... The Devs should include the recipe for normal bolts and arrows on any character that recieves the Smithing Kit.
It would be cool if, in some way, you could acquire the ability to create primed items via the smithing toolkit, but I don't know if that'll happen. It's supposedly a lost technology type thing. On the other hand, there's that whole thing about Major Gates that people know of but nobody, until your party, has been able to find one.
A lot of things just do not make any sense. Why is my rogue not proficient in using a poisoner's kit and how do I fix this? I can't even find a vendor selling the poisoner's kit to see if I can even use it.
One or both of the regular vendors in the main city should sell the kit. And anyone with Medicine or Nature should be able to make poisons. Darkweaver Rogue gets proficiency with poisoner's kit as I recall. (Rogues don't automatically get proficiency in poisoner's kit because they're rogues not assassins, but as mentioned, you don't need proficiency in the kit to be able to make poisons or poisoned arrows/bolts.) Smith's toolkit is used for making basic arrows/bolts.
A lot of things about this D&D ruleset being used that I have never seen before in any game or when I played table top back in the day. My characters are already lvl 5 and my party consists of: Paladin, Cleric, Rogue, Ranger.
I am currently blocked from over half of the crafting professions because I am not "proficient" and thus unable to equip / use over half of the crafting kits.
The game feels very punishing especially when I created 4 characters with their own lore background and gave them abilities that made sense for their class. It honestly feels like the developers want you to be a very specific cookie cutter type of character in order to unlock a lot of features, as it does me no good to have a chance to unlock these abilities at later level when the cap is lvl 10 and I am already lvl 5 and unable to craft over half the items that would actually benefit me early on.
Wizards automatically get proficiency in the rosary (for weapons/armor) and scroll kit. If you get proficiency in Arcana they can also make potions. That's 3 out of 5 kits, in one character. Fighters, Rangers, and Rogues are proficient in Smithing Tools, used to make arrows/bolts. (And it says that's what smithing does right in character creation.)
As far as the poisoner's kit, my 3rd level Dreamweaver Rogue could use it (either via subclass's proficiency in the kit or via nature proficiency) as can my cleric who has medicine and nature but not proficiency in the kit itself. Because my Cleric also has proficiency in Medicine, and for that matter Arcana, she can also make potions, even without Herbalisim Kit proficiency. As a class feature she can also make scrolls, and due to her background she can use the rosary too. So the only thing she can't do is make arrows/bolts. My fighter or rogue can make those.
The only class that doesn't come with a built-in crafting option is Paladin. And Paladins can become proficient in Medicine which means they could make healing potions or poisons. I know, I've got a paladin in one of my parties who could start making a poison right now, even without proficiency in poisoner's kit. And while he does have herbalism thanks to his background, he would be able to make potions even if he didn't have it, since he has proficiency in medicine.
4 of the 8 backgrounds give you proficiency in either Nature or Medicine. Either will allow making poisons, and medicine (along with arcana) also allows making healing potions.
As I said, its a very weird D&D system I have ever encountered in playing D&D games for over 30+ years. This is my 1st time playing Solasta, I never watched any videos in length to spoil the game. There were no in-game tutorials on crafting at all, or hints as to what skill sets or choices you need to make in order to be proficient / able to use each crafting kit.
I play to have fun and shouldn't have to min/max and cherry pick skill sets in order to have a meaningful play through. From what your describing you did, it sounds like advance knowledge ahead of time and you make it sound like it's super easy to craft everything, when in reality it is not, especially if you do not have this knowledge ahead of time as a first time player.
I feel super penalized now for not having a mage class in my group, but when you limited to only 4 characters, I play my favorite classes and assumed that because my rogue has a high intelligence score (16) that she would be able to learn/use crafting kits requiring intelligence to use. IE: the rosary kit along with poison as both are intellect based skill sets in every other D&D ruleset known, not to mention being able to decipher scrolls and use scrolls and magical devices, which again, in this game doesn't work unless you "cheat" and turn off the scroll use requirement in settings.
Good to know, however none of my characters took the Spy background based on the lore I created for my characters.
Again, there should be other viable, reasonable options / ways to get these proficiency requirements without having to be forced into a very specific background choice.
For example, give players the option to obtain crafting materials and then take them to a crafter. It may take X amount of time for them to complete your order (8 hours or so, similar to when you craft things yourself) along with a gold fee. This would be a very viable option and one that fits the lore and just makes sense to do.
If you read through all the descriptions of stuff in character creation it would tell you things like the fact that Wizards get "Magical Crafting" which specifically mentions enchanting equipment and the Academic background which gives "Enchanter: Proficient with the Manacalon rosary, supposed to be useful to enchant items." In my first party during EA I thus made an Academic Wizard, which turned out to be overkill since both Academic and Wizard give you proficiency in the rosary. That also automatically gave my wizard proficiency in Arcana as well. In my current game my Cleric is the academic, but it could have been a rogue or fighter or anything.
As far as rogues using magical devices (like scrolls) from other classes, that is Use Magic Device, a 13th level Thief Rogue ability. The game's current level cap is 10. I know BG3 allows anyone to use scrolls, but that's not how the 5e rules go.
And here's a screenshot of my L4 Halfling Paladin who can make poison without Poisoner's Kit proficiency.
https://steamcommunity.com/sharedfiles/filedetails/?id=2500689576
Edit: Took a second try to get that image to show up here the way I wanted, forgot how to do that for a moment.
Edit2: Oh, and as the pic shows, for him it would be Medicine (Int) checks.