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Balancing "consumable" powers vs "per time" powers (Alchemists, Grenadiers etc) - the search for an alternative
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<blockquote data-quote="The Crimson Binome" data-source="post: 7323891" data-attributes="member: 6775031"><p>The obvious solution is to give other classes something equally-worthwhile to spend their money on. There is precedence for this in 3E, based on the wealth-per-level and encounters-per-level guidelines. <em>Those</em> rules weren't what doomed the concept of the wand-of-fireball-user class; that was just down to the formula for calculating save DCs from items. All you need to do is to let the items be worth the cost, or give this class some ability that makes them worth the cost.</p><p></p><p>It seems like that would place a lot more constraints on the GM, to always make sure that the appropriate number of critical reagents were available. I mean, I know that not everyone cares about GM meta-gaming as much as I do, but what you're saying sounds a lot like the main ability of this class being limited only by GM fiat; which, even if you were great at managing it, may well be untenable from a political standpoint.</p><p></p><p>For comparison, Pathfinder addresses the concept by making it uses-per-day, and explains that the alchemist has to personally mix the reagents every morning in order to keep them active for 24 hours. I like to think that there's a narrow window during which the process has to be performed, before one of the chemical process finishes, and that's why high-level characters can create more per day; but the book basically just says that it's magic, and not to worry about it.</p><p></p><p>My personal preference is to not have a single class that focuses entirely on consumables, though. That's kind of the point of potions, is that they can be used by anyone, even people who aren't spellcasters. I would rather fill out the list of alchemical items available, including bombs that can be usable by anyone, which are effective enough to justify their cost. Maybe you have an actual 8d6 fireball grenade, but it costs 500gp. The price tag alone would be enough to keep it rare, but still make it worthwhile if someone really wants some for whatever reason. And if you really wanted to have some characters that were <em>better</em> at using consumables, you could sneak it into a feat or sub-class or something.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 7323891, member: 6775031"] The obvious solution is to give other classes something equally-worthwhile to spend their money on. There is precedence for this in 3E, based on the wealth-per-level and encounters-per-level guidelines. [I]Those[/I] rules weren't what doomed the concept of the wand-of-fireball-user class; that was just down to the formula for calculating save DCs from items. All you need to do is to let the items be worth the cost, or give this class some ability that makes them worth the cost. It seems like that would place a lot more constraints on the GM, to always make sure that the appropriate number of critical reagents were available. I mean, I know that not everyone cares about GM meta-gaming as much as I do, but what you're saying sounds a lot like the main ability of this class being limited only by GM fiat; which, even if you were great at managing it, may well be untenable from a political standpoint. For comparison, Pathfinder addresses the concept by making it uses-per-day, and explains that the alchemist has to personally mix the reagents every morning in order to keep them active for 24 hours. I like to think that there's a narrow window during which the process has to be performed, before one of the chemical process finishes, and that's why high-level characters can create more per day; but the book basically just says that it's magic, and not to worry about it. My personal preference is to not have a single class that focuses entirely on consumables, though. That's kind of the point of potions, is that they can be used by anyone, even people who aren't spellcasters. I would rather fill out the list of alchemical items available, including bombs that can be usable by anyone, which are effective enough to justify their cost. Maybe you have an actual 8d6 fireball grenade, but it costs 500gp. The price tag alone would be enough to keep it rare, but still make it worthwhile if someone really wants some for whatever reason. And if you really wanted to have some characters that were [I]better[/I] at using consumables, you could sneak it into a feat or sub-class or something. [/QUOTE]
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Balancing "consumable" powers vs "per time" powers (Alchemists, Grenadiers etc) - the search for an alternative
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