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General Tabletop Discussion
*Dungeons & Dragons
Homebrew Alchemy Crafting?
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<blockquote data-quote="steeldragons" data-source="post: 6618294" data-attributes="member: 92511"><p>Keep in mind that alchemy, really, was not herbalism, but dealt -more so- with metals and minerals more often than not. So things like mercury, iron/gold/silver shavings, lead, chalk, salt, powered/powdering gems and different types of stone, the electrical/conductive properties of iron/copper/gold, to mix with acids or oils or water or whatnot.</p><p></p><p>If this is something that will be interesting and fun for your players, then go nuts. I would be more inclined to keep it simple: X amount of down time + Y gp worth of these various materials yields Z material/potion. With some allowance for doing "more time for less money or more money for less time" Producing nothing that is more than comparable to an uncommon potion/magic item.</p><p></p><p>The details of it all are really something for individual tables to enjoy. Glossing over the actual details of the materials and process to get to the story is something i would be more inclined to do. Not saying "handwave the month it takes you to produce this"! By all means, ROLE PLAY the downtime! But role play what the characters are doing...which materials they have to hunt down and use and how its prepared and all of that...not so necessary (unless it's a particularly rare material/compound they might need to have a whole separate adventure for...in which case, your "downtime" activity will be interrupted/need to cease).</p></blockquote><p></p>
[QUOTE="steeldragons, post: 6618294, member: 92511"] Keep in mind that alchemy, really, was not herbalism, but dealt -more so- with metals and minerals more often than not. So things like mercury, iron/gold/silver shavings, lead, chalk, salt, powered/powdering gems and different types of stone, the electrical/conductive properties of iron/copper/gold, to mix with acids or oils or water or whatnot. If this is something that will be interesting and fun for your players, then go nuts. I would be more inclined to keep it simple: X amount of down time + Y gp worth of these various materials yields Z material/potion. With some allowance for doing "more time for less money or more money for less time" Producing nothing that is more than comparable to an uncommon potion/magic item. The details of it all are really something for individual tables to enjoy. Glossing over the actual details of the materials and process to get to the story is something i would be more inclined to do. Not saying "handwave the month it takes you to produce this"! By all means, ROLE PLAY the downtime! But role play what the characters are doing...which materials they have to hunt down and use and how its prepared and all of that...not so necessary (unless it's a particularly rare material/compound they might need to have a whole separate adventure for...in which case, your "downtime" activity will be interrupted/need to cease). [/QUOTE]
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