Alchemy...Too Expensive?

So Stalker0, mathemetician that you are: what is an appropriate increase to the attack bonus of alchemical items?

[Serious question, I trust your judgement]

A fair question, I'll think about it.

And I'm no mathematician, there are several guys on the boards here they know absolutely crazy math:)
 

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Don't overlook the magical consumables in the back of the book. Many alchemical items are overshadowed by magic items that are better at the same price, or even lower, so either alchemy is too weak or the consumables are to strong.

Saying that alchemical item prices are fair is, in many cases, similar to saying that magical consumables are underpriced. That's a slightly different point -- are consumables overpowered/underpriced? Both pricing schemes can't be right.

-- 77IM
 



Don't overlook the magical consumables in the back of the book. Many alchemical items are overshadowed by magic items that are better at the same price, or even lower, so either alchemy is too weak or the consumables are to strong.
Many of the magical consumables, though, are limited in their use by tier (1/2/3 per day unless milestone is achieved). Alchemical items have no such limitations.
 

It's not the shortcoming of the designers, but misunderstanding of players. Alchemy is intended for the low-magic campaigns without arcane (and perhaps divivne) power source.

Odd, I don't remember reading "these rules are intended for games without magic" anywhere in the book. Of course, I have been known to miss things that are in plain sight from time to time, so perhaps you would be so kind as to point it out to me?
 

Given that the Alchemy feat is listed as an alternative option to Ritual Caster for Wizards and Clerics, it certainly seems to me like something designed to be used in conjunction with magic.
 

I was confused about the usefulness of the Alchemy subsystem as well. I was really considering it for my artificer, but I've since thought better of it. In order to be an alchemist, you have to get the feat, purchase a formula, and then actually create the item which costs the same as you would to buy it. It really should cost 1/5th the price to create the item which, if you sold it, would be the same price by RAW.
 


I agree. I was considering getting the Alchemist feat, but then I realised I'd still have to pay just as much to make this stuff as it would to just buy it at the store. The extremely rare situation where I'd want to make this stuff out in the wilderness just doesn't justify the cost of a feat. Now, give me a 25% or more discount on the stuff I make, and I'd consider picking it up.

The point of taking the feat and paying for the rituals is flexibility. Sure, you could buy the alchemist's fire in town and head out. Cheaper, assuming that's what you need. Or you could learn several different rituals, then buy a couple hundred GP worth of alchemical components, get to the dungeon, scout out your foes, then pull back and whip up the exact alchemical items you need for the fight. I'm not saying it's a must-have or anything, but it certainly is a viable option, especially if you play in campaigns where you may not see a town for 4-5 sessions.

Let me get this straight. 1 unit of Alchemist's fire costs 75 gp? Compared to a potion of healing (10 hp) which costs 50 gp.

Incorrect - the ritual Alchemist's Fire costs 75 GP to learn - after that you can make a batch of the lowest level alchemist's fire for 20gp a shot whenever you have the components. Or you can buy a shot for 20gp at your friendly alchemy store.

In general, I think the pricing makes pretty good sense - they're actions that are completely un-limited by 4e's standard restrictions - you can use them at-will, you can use dozens in an encounter, and their effectiveness isn't based off any of your ability scores. They fit a really nice niche, and the price reflects that flexibility, not their straight up one-shot power.
 

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