Hey! So I'm the DM of a pretty regular tabletop group, as well as occasionally DMing for other groups on occasions, and my core party started playing D&D 5th Edition a while ago. So far it's going pretty well, everyone's enjoying it, I'm certainly enjoying the streamlined feel of it all and thinking it is pretty great to keep track of.
Not that long ago, though, one of the players asked me about the system for crafting and performing alchemy in the game, as they were considering dabbling in that. They like crafting in RPGs, and so do I personally. Crafting is probably one of my favourite parts of any RPG.
The crafting in D&D 5th Edition, though, I'm honestly not that impressed. Least of all for alchemical crafting. I mean, is it really supposed to be so that a character can do 5g of crafting per day, taking them some average of 10 days just to craft a healing potion?
Then I read about an alchemy variant rule on the D&D wiki, which does seem decent at a cursory glance, though I'm feeling inspired to try and homebrew something of my own.
So I'm wondering, what opinions do people have on crafting alchemy and suchlike? In what way do people reckon it should work?
As I'm thinking it, I'd personally like to arrange an alchemy homebrew that works with different ingredients having different properties. Such as, an ingredient would have a set number of potential qualities, of which at least one of them need to be matched with a different ingredient for the potion to work. It's a setup I've always felt worked pretty well for the Elder Scrolls series, and it has a lot of room for experimentation and a sense of the character actually dabbling with ingredients to find the best combination of them--as opposed to just having a checklist of what has to go into, say, a healing potion.
Alternatively, I'm imagining something similar to the alchemy variant rule I linked to, but expanded upon with a wider variety of ingredients and effects. Though I'm still thinking effects triggered by their (generally unknown) presence on the ingredients would be the easiest way to make an alchemy system that's interesting for the player to tinker with. Two ingredients together might combine well for a particular effect, but throwing in a third could easily catalyse an unexpected side-effect depending on the combination.
But before I go off on a tangent and just start rambling. I'm looking for opinions, thoughts, ideas? Is it something that could work? If not, what could make it work? Are there homebrews like this already out there? What would be the best way to balance it, and what kind of effects and ingredients would fit the game?
First and foremost I'm planning to write it all as a personal homebrew, to make crafting a more interesting component of my own D&D sessions, though if other people would be interested in using it I'd love to share it around!
Not that long ago, though, one of the players asked me about the system for crafting and performing alchemy in the game, as they were considering dabbling in that. They like crafting in RPGs, and so do I personally. Crafting is probably one of my favourite parts of any RPG.
The crafting in D&D 5th Edition, though, I'm honestly not that impressed. Least of all for alchemical crafting. I mean, is it really supposed to be so that a character can do 5g of crafting per day, taking them some average of 10 days just to craft a healing potion?
Then I read about an alchemy variant rule on the D&D wiki, which does seem decent at a cursory glance, though I'm feeling inspired to try and homebrew something of my own.
So I'm wondering, what opinions do people have on crafting alchemy and suchlike? In what way do people reckon it should work?
As I'm thinking it, I'd personally like to arrange an alchemy homebrew that works with different ingredients having different properties. Such as, an ingredient would have a set number of potential qualities, of which at least one of them need to be matched with a different ingredient for the potion to work. It's a setup I've always felt worked pretty well for the Elder Scrolls series, and it has a lot of room for experimentation and a sense of the character actually dabbling with ingredients to find the best combination of them--as opposed to just having a checklist of what has to go into, say, a healing potion.
Alternatively, I'm imagining something similar to the alchemy variant rule I linked to, but expanded upon with a wider variety of ingredients and effects. Though I'm still thinking effects triggered by their (generally unknown) presence on the ingredients would be the easiest way to make an alchemy system that's interesting for the player to tinker with. Two ingredients together might combine well for a particular effect, but throwing in a third could easily catalyse an unexpected side-effect depending on the combination.
But before I go off on a tangent and just start rambling. I'm looking for opinions, thoughts, ideas? Is it something that could work? If not, what could make it work? Are there homebrews like this already out there? What would be the best way to balance it, and what kind of effects and ingredients would fit the game?
First and foremost I'm planning to write it all as a personal homebrew, to make crafting a more interesting component of my own D&D sessions, though if other people would be interested in using it I'd love to share it around!