Does anyone know of an alternative alchemical system for 4e? My players who want to use alchemical items and poisons are both annoyed and disillusioned. They're pretty much never worth the money and action economy, and that just seems like a shame.
First, use the inherent bonuses system.
Second, scrap the entire magic item economy, especially the prices. There's no longer any such thing as a +2 sword. It's just a magic sword with some sort of special power. Any sort of 'daily' power should cost healing surges.
Third, create a whole new system. Decide if you want alchemicals to be trinkets that are useful in niche situations (and so don't need to be rare), or very powerful (so they should be hard to come by).
If the former, maybe make a variety of alchemicals akin to the number of weapons. Some target Fort, some Ref, some Will. Some use Dexterity because you throw them. Others use Intelligence because you deploy them. Most are one-handed, but a few are two-handed. If they do damage, it's usually less than a comparable weapon. They don't have proficiency bonuses.
Like for instance:
Alchemist Fire. One-handed. Dex vs. Reflex. Target: One creature. Hit: Ongoing 5 fire damage (save ends). Add your inherent enhancement bonus to this ongoing damage.
Tanglefoot Bag. One-handed. Dex vs. Reflex. Target: One creature. Hit: Target is restrained (escape DC = 10 + half your level).
Thunderstone. One-handed. Dex vs. Fortitude. Area burst 1 within 10. Target: Creatures in burst. Hit: Target is deafened and grants combat advantage (save ends).
Caltrop Grease. Two-handed. Area: Wall 3 within 1. Effect: You create a zone in the area that lasts until the end of the encounter. Whenever a creature enters the zone, make the following attack. Int vs. Fortitude. Hit: 1d4+Int damage and the target is slowed (save ends).
If the latter, balance them with the action economy. Sure, your dread alchemist incendiary will make a huge explosion, but it requires a standard action to mix the alchemicals, and another standard action to hurl it. And if you don't hurl it within a round, it explodes in your hand.
Either way, nothing should cost a lot of money, because money should not be a critical resource. Having 100,000 gp doesn't make you better at killing than someone with just 100 gp. You just have a wider selection of toys.