GhostBear
Explorer
Hello,
One of my players is interested in having a character in our 3.5 game that is heavily involved in alchemy. However, the alchemy system as it is defined in very shallow and we both would like something more in depth.
I asked if he could come up with any systems that he had seen that we might be able to use as a model, and he mentioned that the system in TES4: Oblivion was pretty good. Every plant or other material has 4 properties. At low levels of alchemy skills, you can only access the first or second properties, and can only access all 4 at high levels of the skill. Mixing two or more things together with matching properties will produce that effect in the final product.
Not a bad system all things considered and I'm leaning towards something along those lines, but I'd like to know if anyone can point me to other systems, generic or otherwise.
Any advice would be great. Has anyone included a strong alchemy aspect in their game and run into problems? What worked well, what broke? Do you have component property listings that can be shared? Did someone with a strong alchemy skill manage to outshine other characters certain situations and how did you balance this? Is it better to have a single alchemy skill or would it be better to break it up into different specialties, and what might these specialties be?
I would like to keep Alchemy as a skill-only element of the game and I am not interested in a full-blown class. There's no reason why a cleric shouldn't have some knowledge for fixing up some analgesics and a rogue shouldn't have some idea on how to prepare a poison or two.
Thanks!
One of my players is interested in having a character in our 3.5 game that is heavily involved in alchemy. However, the alchemy system as it is defined in very shallow and we both would like something more in depth.
I asked if he could come up with any systems that he had seen that we might be able to use as a model, and he mentioned that the system in TES4: Oblivion was pretty good. Every plant or other material has 4 properties. At low levels of alchemy skills, you can only access the first or second properties, and can only access all 4 at high levels of the skill. Mixing two or more things together with matching properties will produce that effect in the final product.
Not a bad system all things considered and I'm leaning towards something along those lines, but I'd like to know if anyone can point me to other systems, generic or otherwise.
Any advice would be great. Has anyone included a strong alchemy aspect in their game and run into problems? What worked well, what broke? Do you have component property listings that can be shared? Did someone with a strong alchemy skill manage to outshine other characters certain situations and how did you balance this? Is it better to have a single alchemy skill or would it be better to break it up into different specialties, and what might these specialties be?
I would like to keep Alchemy as a skill-only element of the game and I am not interested in a full-blown class. There's no reason why a cleric shouldn't have some knowledge for fixing up some analgesics and a rogue shouldn't have some idea on how to prepare a poison or two.
Thanks!