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General Tabletop Discussion
*Pathfinder & Starfinder
Alchemy Items, Where to Find?
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<blockquote data-quote="Conaill" data-source="post: 1196487" data-attributes="member: 1264"><p>Here are some suggested house rules to make a PC alchemist work:</p><p></p><p>- PC crafters are really hosed in D&D. For them to be viable adventuring PCs, crafting progress needs to be sped up significantly. Instead of sp/week, I would recommend sp/day (7 times faster) or gp/week. The amount they can craft (maybe up to 100 gp/day) will still be ridiculously small compared to magic item creation (1000 gp/day) but at least it's something. If you play in a higher powered campaign, letting your PCs craft in gp/day (70x normal) would not be unbalanced!</p><p></p><p>- Access to specific supplies for crafting may become a problem. I came up with the idea of "generic alchemical supplies". If you want to craft something while on the road, no need to locate an alchemist shop that has the exact supplies you need. Just reach into your bag of generic supplies, and if you're lucky you'll have exactly what you need! The probability that you will *not* have the correct supplies at hand is equal to the price of the needed supplies divided by the price of the generic supplies. Say you bought 100 gp of generic supplies in the last big city you passed through. Now you want to craft a 30 gp thunderstone, for which you need 10 gp in supplies. The chance that you have exactly what you need is 90%.</p><p></p><p>- If the PCs are constantly on the move, provide them with a mobile base of operations with an alchemist's lab. Our party has its own ship, and I get a lot of crafting done while we're traveling. You could do the same with a mobile lab in a wagon (might take some gnomish craftsmanship to stabilize the thing enough so it can be used while in motion).</p></blockquote><p></p>
[QUOTE="Conaill, post: 1196487, member: 1264"] Here are some suggested house rules to make a PC alchemist work: - PC crafters are really hosed in D&D. For them to be viable adventuring PCs, crafting progress needs to be sped up significantly. Instead of sp/week, I would recommend sp/day (7 times faster) or gp/week. The amount they can craft (maybe up to 100 gp/day) will still be ridiculously small compared to magic item creation (1000 gp/day) but at least it's something. If you play in a higher powered campaign, letting your PCs craft in gp/day (70x normal) would not be unbalanced! - Access to specific supplies for crafting may become a problem. I came up with the idea of "generic alchemical supplies". If you want to craft something while on the road, no need to locate an alchemist shop that has the exact supplies you need. Just reach into your bag of generic supplies, and if you're lucky you'll have exactly what you need! The probability that you will *not* have the correct supplies at hand is equal to the price of the needed supplies divided by the price of the generic supplies. Say you bought 100 gp of generic supplies in the last big city you passed through. Now you want to craft a 30 gp thunderstone, for which you need 10 gp in supplies. The chance that you have exactly what you need is 90%. - If the PCs are constantly on the move, provide them with a mobile base of operations with an alchemist's lab. Our party has its own ship, and I get a lot of crafting done while we're traveling. You could do the same with a mobile lab in a wagon (might take some gnomish craftsmanship to stabilize the thing enough so it can be used while in motion). [/QUOTE]
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