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Crafting Alchemical Items

posted Dec 17, 2012 22:08:55 by bluefenix42
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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3 replies
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DanTrue said Dec 17, 2012 22:27:33
As I see it, there are two ways going about it:

- Make up rules for potions, their cost and difficulty in crafting.
- Allow the alchemist to bind spells (possibly spells he cannot cast himself) into a potion - at least ruleswise. So, in game it's a potion with the rare healing herb found in the blabla mountains, but ruleswise it works straight as a folk magic Heal spell, or he could bind a Sorcery spell into the mixture to make it release when smashing the bottle - smokebomb or tanglefootbag style.

Both require some work. There is a system for the first on in the Deus Vult book for Legend by Mongoose Publishing. There are both some alchemical potions and mixtures, and cost for them in SP.

For the other type, you can have a look at my rules for Artificers in my Eberron conversion for Legend (https://dl.dropbox.com/u/346399/Eberron.pdf). It may provide some inspiration as to how to structure the system.

- Dan
[Last edited Dec 17, 2012 22:28:37]
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jjwdrake said Dec 17, 2012 23:02:49
I published alchemy rules for Legend in my Age of Treason book that incorporated 2 key skills: Lore (Alchemy discipline, e.g.Elixirs or Poisons) and Craft (Alchemy) - plus formulae that represented specific potions, rather like a sorcery grimoire. I'll get round to adapting to RQ6 at some point, but the skills picks as described look like that will be an easy port.
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Thalaba said Dec 17, 2012 23:44:50
I published alchemy rules for Legend in my Age of Treason book that incorporated 2 key skills: Lore (Alchemy discipline, e.g.Elixirs or Poisons) and Craft (Alchemy) - plus formulae that represented specific potions, rather like a sorcery grimoire. I'll get round to adapting to RQ6 at some point, but the skills picks as described look like that will be an easy port.


Yes, this is exactly what my first instinct was when I read the OP. The potions/salves could have various effects depending on the particular formula/ingredients. Very rare ingredients can be a reason to go exploring. Embed 'the rules' for each potion in the formula for that potion, rather than trying to make a system out of it. The Craft skill would be used to make the actual potion. The Lore would be used to learn locations of ingredients, how they could be used, and to remember formulae or make an assessment of a formula after reading it, or even in certain instances in forensics.

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