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Homebrew Alchemy Crafting?
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<blockquote data-quote="Folji" data-source="post: 6618675" data-attributes="member: 6795412"><p>Thanks! I've asked myself this question, and that first segment is essentially the way I want to go about it. My personal view of crafting as a "fun" mechanic is to not tell the player "to make this item, you need these materials". Instead, I want to tell them, "you have these materials, what do you want to try and make with them?". The key question here being try, and therein to experiment.</p><p></p><p>I want to try and set up a simple, easy-to-use alchemy system that encourages experimentation. So you've got a handful of marigold petals, some thorn apple seeds, powdered bone-marrow of a raised skeleton, amethyst fragments, silver dust, just to mention a few examples. You've got the alchemical base to make two potions, and two vials to keep them in. Which ingredients do you try to combine, and what are you hoping to make? </p><p></p><p>That's essentially the kind of alchemy system I want to try and make. I want to veer away from making the base concept too complex, make some aspects of it alternative rules that the DM would be free to filter out at their own behest, but at the heart of it all would simply well be the idea that different ingredients have different properties. The player experiments with these ingredients to try and achieve different effects, with the gratification of fruitful experimentation.</p></blockquote><p></p>
[QUOTE="Folji, post: 6618675, member: 6795412"] Thanks! I've asked myself this question, and that first segment is essentially the way I want to go about it. My personal view of crafting as a "fun" mechanic is to not tell the player "to make this item, you need these materials". Instead, I want to tell them, "you have these materials, what do you want to try and make with them?". The key question here being try, and therein to experiment. I want to try and set up a simple, easy-to-use alchemy system that encourages experimentation. So you've got a handful of marigold petals, some thorn apple seeds, powdered bone-marrow of a raised skeleton, amethyst fragments, silver dust, just to mention a few examples. You've got the alchemical base to make two potions, and two vials to keep them in. Which ingredients do you try to combine, and what are you hoping to make? That's essentially the kind of alchemy system I want to try and make. I want to veer away from making the base concept too complex, make some aspects of it alternative rules that the DM would be free to filter out at their own behest, but at the heart of it all would simply well be the idea that different ingredients have different properties. The player experiments with these ingredients to try and achieve different effects, with the gratification of fruitful experimentation. [/QUOTE]
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