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Homebrew Alchemy Crafting?
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<blockquote data-quote="Folji" data-source="post: 6619143" data-attributes="member: 6795412"><p>I thought about the whole idea of enhancement when I initially worked things out, though what I wound up going with at the end was that multiple ingredients with the same effect would essentially amplify the effect. So a potion made with three ingredients that all have Restore Health would be more potent than one with two Restore Health.</p><p></p><p>And glad to see that other people are in the same thought about some ingredients being easy to find! Don't know if I'd go with anything being known beforehand, but I want to let people do checks with an appropriate skill to sample and test ingredients for potential effects without expending the ingredient. A single ingredient would have a primary, secondary, and tertiary effect as far as I'm thinking it right now; ideally the primary effect should be easy to find, the secondary effect could potentially be possible to find as well without too much fuss? Potentially the tertiary effect could be left as a thing discovered through experimentation, a bi-effect of sorts almost.</p><p></p><p>Wouldn't be a lot of point trying to keep the effects "secret" in any sense, anyway. Experimentation is one thing, but trying to discover the effects isn't the central gimmick; it's the flexibility of "what can I make with this". And a real party-pooper would just meta-game themselves to a copy of the reagent list unless the DM makes their own. A flat DC15 check to discover the primary effect, push it to a DC20 for the secondary effect, third effect left to a DC25 or to experimentation? Should the character simply deduct what ingredients spurred what effects, rather than being left to guess what came from where? With the crafting, it could easily be assumed there was some trial and error and experimentation involved with the ingredients. As opposed to "I'm going to throw these three things into the pot and see what happens".</p><p></p><p>EDIT: Potentially, there could be some special things that can be added as mutators of sort. Here I'm imagining higher level alchemy, with effects like double potency, double duration, though I can't really think of too many effects that would reasonable fit into such a concept.</p><p></p><p>Also thinking, should different rarity of reagents have varying numbers of applied effects? As in a common reagent might just have two effects, uncommon have three, rare have four. Not entirely sure what would be a good approach to that. Or if it rather should be so that some effects are only available on uncommon/rare reagents--invisibility, for instance, is a magical effect. You wouldn't really see that on widespread herbs.</p></blockquote><p></p>
[QUOTE="Folji, post: 6619143, member: 6795412"] I thought about the whole idea of enhancement when I initially worked things out, though what I wound up going with at the end was that multiple ingredients with the same effect would essentially amplify the effect. So a potion made with three ingredients that all have Restore Health would be more potent than one with two Restore Health. And glad to see that other people are in the same thought about some ingredients being easy to find! Don't know if I'd go with anything being known beforehand, but I want to let people do checks with an appropriate skill to sample and test ingredients for potential effects without expending the ingredient. A single ingredient would have a primary, secondary, and tertiary effect as far as I'm thinking it right now; ideally the primary effect should be easy to find, the secondary effect could potentially be possible to find as well without too much fuss? Potentially the tertiary effect could be left as a thing discovered through experimentation, a bi-effect of sorts almost. Wouldn't be a lot of point trying to keep the effects "secret" in any sense, anyway. Experimentation is one thing, but trying to discover the effects isn't the central gimmick; it's the flexibility of "what can I make with this". And a real party-pooper would just meta-game themselves to a copy of the reagent list unless the DM makes their own. A flat DC15 check to discover the primary effect, push it to a DC20 for the secondary effect, third effect left to a DC25 or to experimentation? Should the character simply deduct what ingredients spurred what effects, rather than being left to guess what came from where? With the crafting, it could easily be assumed there was some trial and error and experimentation involved with the ingredients. As opposed to "I'm going to throw these three things into the pot and see what happens". EDIT: Potentially, there could be some special things that can be added as mutators of sort. Here I'm imagining higher level alchemy, with effects like double potency, double duration, though I can't really think of too many effects that would reasonable fit into such a concept. Also thinking, should different rarity of reagents have varying numbers of applied effects? As in a common reagent might just have two effects, uncommon have three, rare have four. Not entirely sure what would be a good approach to that. Or if it rather should be so that some effects are only available on uncommon/rare reagents--invisibility, for instance, is a magical effect. You wouldn't really see that on widespread herbs. [/QUOTE]
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