So, where do Fengo plants grow?
My player who was thinking about choosing the Alchemist background is still toying with the idea. His image of his character is as someone who would be able to provide potions, healing and otherwise to the party. He is thinking along the lines of Morrowind. I let him know that potion making isn't that easy or cheap. I will be sending him a synopsis of the Alchemy Rules tonight.
The reason I asked about Fengo plants is the Healing Salve formula mentions Fengo leaves as the basis for the salve. I am thinking of naming some ingredients for the other formulas he gets. If the character has an appropriate lore skill (plants, animals, minerals, etc.) he may be able to find some of the ingredients himself and reduce the cost of an elixir, potion or poison.
What do these alchemical concoctions generally go for if the characters were seeking to buy them? 2, 3, 5, 10 times the cost to make them? Considering the potential failure rate, I would expect an Alchemist to need to cover the costs of 2 or 3 spoiled batches.
I was thinking of ways to reduce the potential failure rate. High quality lab equipment and taking more time are the easiest ways (for me anyway). I was also considering better ingredients as a possibility. I could do this by allowing substitute ingredients which can lower the difficulty, or by making them different formulas. I am leaning towards different formulas. If I don't actually make up ingredients, I can just increase the cost in Taskeens to make the potion.
One problem would be that by introducing alchemical ingredients, I am making them a commodity in the game. It will require monitoring. Maybe they will need Craft(Apothecary) or similiar to properly preserve the ingredients. Of course, if they are valuable, then they can be treasure/loot.
Another problem is that subsequently published materials may step all over this. Not a problem if it makes things easier or cheaper for the PC, but I wouldn't want to take things away or suddenly make it harder. I will cross that bridge when I get to it. :wink:
My player who was thinking about choosing the Alchemist background is still toying with the idea. His image of his character is as someone who would be able to provide potions, healing and otherwise to the party. He is thinking along the lines of Morrowind. I let him know that potion making isn't that easy or cheap. I will be sending him a synopsis of the Alchemy Rules tonight.
The reason I asked about Fengo plants is the Healing Salve formula mentions Fengo leaves as the basis for the salve. I am thinking of naming some ingredients for the other formulas he gets. If the character has an appropriate lore skill (plants, animals, minerals, etc.) he may be able to find some of the ingredients himself and reduce the cost of an elixir, potion or poison.
What do these alchemical concoctions generally go for if the characters were seeking to buy them? 2, 3, 5, 10 times the cost to make them? Considering the potential failure rate, I would expect an Alchemist to need to cover the costs of 2 or 3 spoiled batches.
I was thinking of ways to reduce the potential failure rate. High quality lab equipment and taking more time are the easiest ways (for me anyway). I was also considering better ingredients as a possibility. I could do this by allowing substitute ingredients which can lower the difficulty, or by making them different formulas. I am leaning towards different formulas. If I don't actually make up ingredients, I can just increase the cost in Taskeens to make the potion.
- The Healing Elixir formula in the book might be the common Tarsen's Healing Elixir (uses Fengo leaves) with a 2 day task unit, 100 cost, and a Hard task.
The formula for Jarmost's Boon (uses spiny starfish spines) might have a 2 day task unit, 200 cost and be a Difficult task.
The formula for Lady Gladstone's Elixir of Health (uses Unicorn beard trimmings) might have a 1 day task unit, 500 cost, and be a Routine task.
One problem would be that by introducing alchemical ingredients, I am making them a commodity in the game. It will require monitoring. Maybe they will need Craft(Apothecary) or similiar to properly preserve the ingredients. Of course, if they are valuable, then they can be treasure/loot.
Another problem is that subsequently published materials may step all over this. Not a problem if it makes things easier or cheaper for the PC, but I wouldn't want to take things away or suddenly make it harder. I will cross that bridge when I get to it. :wink: