NickTaylor/AlchemyHealing

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Having shiny potions isn't terribly interesting if nobody ever takes them. Without knowing in advance which potions will be useful, the sensible course of action for a party is to take a lot of healing potions and not bother with the rest. An alchemist who's prepared healing gels just becomes "a lot of healing potions", and would be derelict in their hitpoint-vending duty if they made any more interesting potions.

So, how about we allow alchemists some kind of ability to abort to healing, like a third edition D&D cleric? They'd need to be present in person to do this, giving an extra reason for alchemists to linear, and they'd be able to carry interesting potions. Quite a few people on #larp thought this was a good idea, though arguments about implementation still abound. I propose the following:

Healing Synthesis, replaces Master Synthesis in the Alchemical Synthesis list. By taking a one-minute action to mix the herb and potion, you may combine a single potion with a single dose of Milfoil to produce a healing potion of the same level as the original potion. If the original potion was a gel, this potion is a gel. You must have the necessary Alchemical Skill to make this potion. You do not need to have any other levels of Alchemical Synthesis to learn this skill.

I don't see why healing potions should not be qualitatively different from all other kinds of potion if this makes more interesting potions being carried by uptime alchemists be more feasible. I don't see a problem with a metaphysical basis for it - the power of Milfoil is that it turns other potions into healing potions, it is just an item which does that, like other items do other things. I like this idea a lot.--ChessyPig
It's something I'd be happy with, but also happy without. Also, could people sign their posts please? --Pufferfish

I suppose Master Synthesis gives alchemists something to do on 3YGBs. The cost of using a portion of milfoil, and taking a minute, and consuming another potion, are intended to be sufficient to compensate for not losing any levels. The intention of this skill from my point of view is that alchemists should carry lots of interesting potions and few healing potions, so that some of the vaunted flexibility of alchemists ("I'm not just a hit-point vendor!") actually gets seen in play. I don't think turning a level n potion into an n-point heal will do that - you still get more healing out of carrying just healing potions. I think requiring that the user have the skill to make the resulting healing potion is a good plan - fixed. --NT


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Last edited April 14, 2007 12:09 pm by Pufferfish (diff)
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