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General Tabletop Discussion
*Dungeons & Dragons
Homebrew Alchemy Crafting?
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<blockquote data-quote="nomotog" data-source="post: 6618800" data-attributes="member: 6691958"><p>I think your on about the right track for what you want to do. One thought I have is don't sweat the small stuff. That is don't put too much focus on like the skill check, cost or time factors. Keep all of that simple because it's not very interesting. Like don't try and to tie time it takes to the cost or anything like that. keep it simple simple. You can do 1 or two potions a day, 10 potions per kit ect. That is not the important part.</p><p></p><p>You idea is a good one. I messed around with crafting systems and I ended up landing on something like it*. The idea is to give the player these items and have them think of creative ways they can use use them. It wouldn't be too hard to make out a list of herbs and give them each two or more properties like key words. (Maybe a more fluffy story approach.) Then you have your players mixing up what they have to get the best out of it. Finally you assign some benefits and penalties based on what they use. (Maybe try to keep that simple too.)</p><p></p><p>A another idea I have would be to give each herb a detail that makes harvesting or using it hard. Maybe one root is always on fire when it's in the air, another might be invisible during the day. It is just something fun to put in an extra wrinkle to using them.</p><p></p><p></p><p>* I wanted to make up a crafting system to represent the kind of duck tape zombie crafting you see in zombie settings. I wanted there to be a high ammout of creativity involved with players improvising and imagining as they went along. The basic rules are simple. Each item has a loose set of requirements (a blade needs a something sharp you know) and the players can use anything that makes at least some sense. Then the resulting item gets one advantage and one disadvantage based on what was used to craft it. If you craft a med-kit out of homeopathic meds, then it gets an advantage to treat sickness, but a disadvantage to treat cuts. I then compounded that idea with a scavenging system that was geared to give exotic items. (You had a bonus when looking for items not needed to survive and if you failed, then there was a chance your would find a item that was kind of like what you wanted.)</p></blockquote><p></p>
[QUOTE="nomotog, post: 6618800, member: 6691958"] I think your on about the right track for what you want to do. One thought I have is don't sweat the small stuff. That is don't put too much focus on like the skill check, cost or time factors. Keep all of that simple because it's not very interesting. Like don't try and to tie time it takes to the cost or anything like that. keep it simple simple. You can do 1 or two potions a day, 10 potions per kit ect. That is not the important part. You idea is a good one. I messed around with crafting systems and I ended up landing on something like it*. The idea is to give the player these items and have them think of creative ways they can use use them. It wouldn't be too hard to make out a list of herbs and give them each two or more properties like key words. (Maybe a more fluffy story approach.) Then you have your players mixing up what they have to get the best out of it. Finally you assign some benefits and penalties based on what they use. (Maybe try to keep that simple too.) A another idea I have would be to give each herb a detail that makes harvesting or using it hard. Maybe one root is always on fire when it's in the air, another might be invisible during the day. It is just something fun to put in an extra wrinkle to using them. * I wanted to make up a crafting system to represent the kind of duck tape zombie crafting you see in zombie settings. I wanted there to be a high ammout of creativity involved with players improvising and imagining as they went along. The basic rules are simple. Each item has a loose set of requirements (a blade needs a something sharp you know) and the players can use anything that makes at least some sense. Then the resulting item gets one advantage and one disadvantage based on what was used to craft it. If you craft a med-kit out of homeopathic meds, then it gets an advantage to treat sickness, but a disadvantage to treat cuts. I then compounded that idea with a scavenging system that was geared to give exotic items. (You had a bonus when looking for items not needed to survive and if you failed, then there was a chance your would find a item that was kind of like what you wanted.) [/QUOTE]
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