warpmind said:It's expensive and in addition it takes too long to produce something, but what I 'd have really liked is a way to implement higher DCs in the items effects by rolling against higher Craft difficulties.
What about Alchemist's Fire having +1 Reflex DC for every additional +2 on the Craft check DC? or +1d6 damage per +10 Craft check DC? They're just examples, haven't thought really about the numbers, but I guess it shows the idea.
Nice sheet Alchemist, very useful. Pfarn the gnome thanks you!
![]()
Thanks. After all that this community has done for me, it's the least I could do.
Playing with numbers, reducing the price by 1/2 churns out twice as many units of production in the same time frame, effectively producing twice as quickly. Also, the highly skilled can voluntarily take +10 to the craft DC to crank stuff out quicker.
I like the idea of scaling the items. If any of you every played the CRPG Darklands (released in 1992 under DOS), they had a very robust alchemical system. Essentially, every formula came in 3 forms: Easy, Medium and Hard. The easiest used the least materials and was, well, easy to sucessfuly complete the conversion without blowing up the inn you were staying at; they didn't have a very large effect though. The hardest formulae were much more effective but required rarer components. I've been mulling over some sort of conversion for some time. I may have to do it.
