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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
4e alchemy kinda stinks on toast. Give me something better!
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<blockquote data-quote="Primitive Screwhead" data-source="post: 5845524" data-attributes="member: 20805"><p>I prefer the alchemy and brew potion remains separate, but mainly for flavor reasons. I don't want my hedge druid making up clockwork bombs <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>On topic, there was a thread a while back here {that I haven't been able to find} that I really liked. The change they recommended was to treat alchemist items similar to the ammunition rules in Gamma World {i think.. or dead world, or.. I really don't know}</p><p></p><p> In short, you create a 'batch' of , say, Greek Fire. You can then use that in one or two different ways:</p><p></p><p>1) use once per encounter. This does not 'expend' the batch</p><p>2) 'gang fire' the batch and gain an at-will attack with the item for the duration of the encounter. This does expend the batch</p><p></p><p>With this rule you drastically decrease the cost and still allow the item to be used to really change an encounter.</p><p></p><p>My searching time has run out {gotta go to work!} or I would provide a link to the thread...</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 5845524, member: 20805"] I prefer the alchemy and brew potion remains separate, but mainly for flavor reasons. I don't want my hedge druid making up clockwork bombs :) On topic, there was a thread a while back here {that I haven't been able to find} that I really liked. The change they recommended was to treat alchemist items similar to the ammunition rules in Gamma World {i think.. or dead world, or.. I really don't know} In short, you create a 'batch' of , say, Greek Fire. You can then use that in one or two different ways: 1) use once per encounter. This does not 'expend' the batch 2) 'gang fire' the batch and gain an at-will attack with the item for the duration of the encounter. This does expend the batch With this rule you drastically decrease the cost and still allow the item to be used to really change an encounter. My searching time has run out {gotta go to work!} or I would provide a link to the thread... [/QUOTE]
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4e alchemy kinda stinks on toast. Give me something better!
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