Certain careers in RQ6 imply the existence of alchemy - they have in their list of Professional skills Craft (specific alchemical specialty) and Lore (specific alchemical specialty). So, I have a player in my group who has the Physician career and took Craft and Lore (Potions and Salves). He wants to be able to find ingredients and craft suitable healing items. Unfortunately, the game has pretty much no actual examples to work from except the standard first aid kit, healer's kit, alchemist's toolkit, and poisons.
How would you go about creating house rules for this kind of crafting? I'd like to see something where the easier to make/acquire items are fairly weak, moderate ones are comparable to the effects of Folk Magic spells, and the strongest, rarest ones can surpass Folk Magic (but require rare ingredients or something like that).
I could use advice on how to stat out these items, their power levels, appropriate costs for ingredients and finished items, and appropriate scale for how much time they take to craft. I don't need you to stat out the whole sub-system for me, just some pointers on how to get started and/or tales of how you've handled this kind of thing in your game.
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