I'm currently creating a low-powered homebrew game and setting.
Give me some ideas for what alchemists, especially low level ones, can create. Really weak and situational shit preferred, no healing potions please.
>>44080544
I would go the route of pseudo-apothecary-medicine.
Instead of pills and syringes just make potions and stuff which increases physical or mental capabilities and does similar effects to modern medicine.
>>44080544
1/2
>>44080719
2/2
>>44080719
>>44080773
Thanks.
Anyone else?
>>44080544
I'm doing similiar. About those healing potions, I just make mine have such a brutal side effect that people will actually argue with their party that no, they don't want to use the potion just to help the party out and die faster.
How the hell should one do reagents?
It's like you have the specific ingredients method, like each potion requires X and Y, which keeps tye potion making mystical and hard but that requires some bookkeeping.
Then you have the Elder Scrolls method where each ingredient can be used to make potions, but that requires even more bookkeeping.
The only other method I can think of is a heavily abstracted system but that takes some if the fun out of it.
So how to do alchemy ingredients and reagents?
>>44080544
>Meridian Crystals
Special crystals attached to needles are permanently embedded into the body at key meridian points. These crystals expand and contract in response to fluctuations in the body's humours. As the crystals expand, the needles press in deeper. As the crystals contract, the needles release pressure.
This alchemical augmentation helps to regulate the body's flow of energy.
>>44083363
bumping for this.