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General Tabletop Discussion
*Dungeons & Dragons
Homebrew Alchemy Crafting?
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<blockquote data-quote="Folji" data-source="post: 6618858" data-attributes="member: 6795412"><p>From what it sounds like, that does build itself on the crafting and all happening with a meta-level determination of what is being crafted and how it works in? In such a situation I can imagine it taking quite some time that would be best not taken up while playing.</p><p></p><p>Hopefully, I'll be able to put something together that doesn't really call for anything that needs to be thought up or handled mid-play though. In terms of game mechanics, I want the gathering and crafting both to essentially be as simple as skill checks and unseen DM rolls. I don't want the act of a character gathering reagents to be more time-consuming than interacting with an object, and I don't want the alchemical research to not be any more of a hassle than it is to roll on the Carousing table (for instance). That's the ideal here, quick, simple and streamlined, but open for the player to experiment and explore.</p><p></p><p></p><p></p><p>Editing just to throw this in! It's a good point though, yeah, alchemy as how it actually was really was a lot more about experimenting with precious metals than it was a matter of mixing herbs. There's a clear distinction at hand here, though at the same time it's pretty amusing how alchemy as a concept in fantasy RPGs as a whole has essentially turned into mixing things to make potions.</p><p></p><p>Metals and minerals still definitely play a role as far as materials go, at least. I feel as though it's turning to a certain divide in types of materials here, with herbs, creature parts, and minerals respectively. To define it loosely, I guess. Reading through others' thoughts and ideas on the topic really helps painting a better picture on how it call could be done in a good way!</p></blockquote><p></p>
[QUOTE="Folji, post: 6618858, member: 6795412"] From what it sounds like, that does build itself on the crafting and all happening with a meta-level determination of what is being crafted and how it works in? In such a situation I can imagine it taking quite some time that would be best not taken up while playing. Hopefully, I'll be able to put something together that doesn't really call for anything that needs to be thought up or handled mid-play though. In terms of game mechanics, I want the gathering and crafting both to essentially be as simple as skill checks and unseen DM rolls. I don't want the act of a character gathering reagents to be more time-consuming than interacting with an object, and I don't want the alchemical research to not be any more of a hassle than it is to roll on the Carousing table (for instance). That's the ideal here, quick, simple and streamlined, but open for the player to experiment and explore. Editing just to throw this in! It's a good point though, yeah, alchemy as how it actually was really was a lot more about experimenting with precious metals than it was a matter of mixing herbs. There's a clear distinction at hand here, though at the same time it's pretty amusing how alchemy as a concept in fantasy RPGs as a whole has essentially turned into mixing things to make potions. Metals and minerals still definitely play a role as far as materials go, at least. I feel as though it's turning to a certain divide in types of materials here, with herbs, creature parts, and minerals respectively. To define it loosely, I guess. Reading through others' thoughts and ideas on the topic really helps painting a better picture on how it call could be done in a good way! [/QUOTE]
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