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Got any cool 3e Alchemy rules?
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<blockquote data-quote="Conaill" data-source="post: 734037" data-attributes="member: 1264"><p>Almost forgot... Here's a rule variant my DM and I came up with:</p><p></p><p>Normally, if you want to craft some alchemical preparation you first need to go to the local magic shop to spend 1/3 of the market price buying specific ingredients. An adventuring alchemist could just carry ingredients around for *anything* he might want to craft. (Our campaign is on a ship right now, so we're spending lots of time traveling but I can use my lab at the same time!)</p><p></p><p>Now, some of these preparations will have ingredients in common, so you could just stock up on a large supply of various common alchemical ingredients, and then hope you have the right ones at hand when you want to craft something... Enter the concept of "Generic Ingredients"!</p><p></p><p>The closer the amount of ingredients you need for a preparation is to your stock of generic ingredients, the more likely that you're missing a crucial ingredient. If you want to make a single Tindertwig from you 20 gp of generic ingredients, no problem! But if you want to craft some Antitoxin (50 gp market price, needs 16.67 gp ingredients) from that 20 gp generic ingredients there's a good chance you'll be out of luck.</p><p></p><p>Divide the amount of ingredients needed by the amount of generic ingredients available. That tells you the probability that you will <em>not</em> be able to craft the preparation with the ingredients at hand. Roll a d% to see if you can craft it (no retries until you replenished the supplies, of course). For the Tindertwig example above, your chances of success are >98%. For the Antitoxin, they're only 16.7% (1 - 50/3/20 = 1/6).</p><p></p><p>I had also figured out how much these generic ingredients should weigh (because an active alchemist would probably want to buy a cxouple 100 gp worth of ingredients at a time), but I can't find the number right now.</p></blockquote><p></p>
[QUOTE="Conaill, post: 734037, member: 1264"] Almost forgot... Here's a rule variant my DM and I came up with: Normally, if you want to craft some alchemical preparation you first need to go to the local magic shop to spend 1/3 of the market price buying specific ingredients. An adventuring alchemist could just carry ingredients around for *anything* he might want to craft. (Our campaign is on a ship right now, so we're spending lots of time traveling but I can use my lab at the same time!) Now, some of these preparations will have ingredients in common, so you could just stock up on a large supply of various common alchemical ingredients, and then hope you have the right ones at hand when you want to craft something... Enter the concept of "Generic Ingredients"! The closer the amount of ingredients you need for a preparation is to your stock of generic ingredients, the more likely that you're missing a crucial ingredient. If you want to make a single Tindertwig from you 20 gp of generic ingredients, no problem! But if you want to craft some Antitoxin (50 gp market price, needs 16.67 gp ingredients) from that 20 gp generic ingredients there's a good chance you'll be out of luck. Divide the amount of ingredients needed by the amount of generic ingredients available. That tells you the probability that you will [i]not[/i] be able to craft the preparation with the ingredients at hand. Roll a d% to see if you can craft it (no retries until you replenished the supplies, of course). For the Tindertwig example above, your chances of success are >98%. For the Antitoxin, they're only 16.7% (1 - 50/3/20 = 1/6). I had also figured out how much these generic ingredients should weigh (because an active alchemist would probably want to buy a cxouple 100 gp worth of ingredients at a time), but I can't find the number right now. [/QUOTE]
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