I read through the Alchemist preview from the Fantasy Companion. This was of high interest to me because a player in a 50 Fathoms game I ran a few years back really wanted to play an alchemist, but the game system never really delivered on the promise. This version looks almost pitch perfect: a nice blend of standard spellcaster and artificer. However, it does gloss over one detail: brewing potions for sale.
Now, once I stepped back and thought about this, it really is a no brainer. If an alchemist sells a potion to a buyer and gains no further magical benefit from it, you don't really need to track PPs. In play, PP costs for potions are more useful for tracking inventory (kinda like ammo). Once you run out of PP, you are out of potions. Oops! But if you sell them? ::shrug:: No real need to track PPs. It's more about time investment : profit. So I guess my question is, are there any crafting guidelines that a player and GM can use to figure out how much a working alchemist can make? Is that possibly discussed in PFSW's downtime rules?
Thanks!
Tom
Now, once I stepped back and thought about this, it really is a no brainer. If an alchemist sells a potion to a buyer and gains no further magical benefit from it, you don't really need to track PPs. In play, PP costs for potions are more useful for tracking inventory (kinda like ammo). Once you run out of PP, you are out of potions. Oops! But if you sell them? ::shrug:: No real need to track PPs. It's more about time investment : profit. So I guess my question is, are there any crafting guidelines that a player and GM can use to figure out how much a working alchemist can make? Is that possibly discussed in PFSW's downtime rules?
Thanks!
Tom
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