:::I'd quite like the Wilderness tree to have a levelled Herb Finding skill, and maybe some sort of last-resort grab herbs to use on people skill. Anything beyond that doesn't really feel that Wilderness-y to me --Androidkiller |
Making alchemical effects different:
Drugs!
Um. What I mean by 'drugs' is 'things with both interesting combat powers and weird behavioural side effects, and possible future addiction and hidden side effects'.
For instance, the potion of DAC might make you twirl on the spot every ten seconds. The potion of natural armour might make you lumbering and unable to run. The potion of healing might make you unable to move your eyes without turning your head. The blade venom might make you smile constantly because of the fumes. The antivenom might be horribly addictive.
Obviously this has to be balanced somehow with the 'we don't like mind control' brigade. Personally I love mind control, especially if you know you're letting yourself in for it because you're taking drugs. If you don't want to roleplay altered mental states, don't take drugs!
Making alchemists fun and useful in uptime:
An alchemist being able to apply alchemical concoctions better. The alchemist who made them being able to apply them best of all.
Alchemical identification becoming really useful, like Recognise Spirit and Recognise Magic have been.
Alchemists wanting more than just herbs - access to strange locations, needing to gather strange ingredients in just the right way (so they need to go on the linear to collect them), people to come and cast magic / do miracles at their concoctions to infuse them with power.
Field alchemy - with a handful of herbs or other useful ingredients, an alchemist can make a concoction, but it will lose its effectiveness in very short order, and probably have a larger quantity of unfortunate side effects later.
Alchemy Back End:
/TraditionalAlchemy /CombinatorialAlchemy /ChemicalSynthesisAlchemy