Hellequin
Sergeant at Arms

I'm strongly averse to any kind of overt sorcery. Bryce's suggestion of having them be meta-effects is IMO much preferable, aesthetically as well as practically. If we happen to get access to Yoshi's code we might be able to do something with it; I can think of other workarounds now that we can have nonhuman agents on the scene, too, although they're all fiddly. (Imagine a small, fast, invisible horse or scene prop which is "told" upon potion use to run to a point X distance in front of you and explode. Could be doable, but I don't want us to be the ones to do it. We have better uses for our time.)
No, I really like the idea that potions are covered in the description and so forth. Honestly it's actually more interesting when it comes to the use of them by NPCs on the PCs - it makes fighting an alchemist into an interesting experience, since between each round of battles you face a chance of losing weapon skill to Fleapowder or Sunburst, or taking damage from a Thunderbolt or Arabian Fire, before we begin the next round. So even if, normally, you'd have no problems with the alchemist's guards, suddenly it's a whole new issue, with new tactical constraints.
IMO we shouldn't necessarily feel limited to the standard potion list, either. Maybe instead of Breath of Death we have Stench of Fear, whose primary effect on combat is to cause both sides to fight a round unmounted - it works much better on animal psyches than human ones - or to obviate combat against wolves etc. if we ever get usable nonhuman enemies. Irrelevant in Darklands, priceless in Schattenlander.
There's also the possibility, already suggested, that alchemy have non-potion uses as well. Using your alchemical skills to convince a credulous lord that you can make him richer than Croesus - that's period, that's cool. Or determining whether a mad hermit is right about his foretellings of gloom from the stars, or whether he's merely cracked. And so forth.
Oh, and in terms of the economics of things: if we can balance it so that alchemy is less efficient at generating wealth than pretenses to alchemy, I'll be a happy man. One place where I'm considering suggesting we change our rule of thumb is in the selling of battlefield loot; that's always bugged me about the more realistic games. "Oh, sure, I can always use another half-dozen bloodied military picks, I'm sure I can find a buyer." Right. How about, "Well, it's damaged, it's stained, and my customers come here for the high-quality metalwork, not for used garbage like this. Tell you what, I'll give you five pfennigs, I can melt the head down and make something else. Take it or leave it." Ditto for alchemy; alchemy should be a money-making proposition in catering to extremely wealthy and capricious patrons, not in selling them down at the consignment shop. If there's a local alchemist, indeed, selling off your own work might get you into a fight you'd much rather avoid! A few touches like this could go a long way to making me happier about the game's primary economic forces; go do quests, earn fame, get people grateful to you. Rob corpses, sure - of money, and weapons for your own use. Or rob houses and don't get caught. Make your money go further by being honoured with free or discount goods and services from grateful townsfolk, not by routinely hocking the shirts off dead mens' backs. But that's a pet issue and I'll discuss it further once we're closer to ready.
No, I really like the idea that potions are covered in the description and so forth. Honestly it's actually more interesting when it comes to the use of them by NPCs on the PCs - it makes fighting an alchemist into an interesting experience, since between each round of battles you face a chance of losing weapon skill to Fleapowder or Sunburst, or taking damage from a Thunderbolt or Arabian Fire, before we begin the next round. So even if, normally, you'd have no problems with the alchemist's guards, suddenly it's a whole new issue, with new tactical constraints.
IMO we shouldn't necessarily feel limited to the standard potion list, either. Maybe instead of Breath of Death we have Stench of Fear, whose primary effect on combat is to cause both sides to fight a round unmounted - it works much better on animal psyches than human ones - or to obviate combat against wolves etc. if we ever get usable nonhuman enemies. Irrelevant in Darklands, priceless in Schattenlander.
There's also the possibility, already suggested, that alchemy have non-potion uses as well. Using your alchemical skills to convince a credulous lord that you can make him richer than Croesus - that's period, that's cool. Or determining whether a mad hermit is right about his foretellings of gloom from the stars, or whether he's merely cracked. And so forth.
Oh, and in terms of the economics of things: if we can balance it so that alchemy is less efficient at generating wealth than pretenses to alchemy, I'll be a happy man. One place where I'm considering suggesting we change our rule of thumb is in the selling of battlefield loot; that's always bugged me about the more realistic games. "Oh, sure, I can always use another half-dozen bloodied military picks, I'm sure I can find a buyer." Right. How about, "Well, it's damaged, it's stained, and my customers come here for the high-quality metalwork, not for used garbage like this. Tell you what, I'll give you five pfennigs, I can melt the head down and make something else. Take it or leave it." Ditto for alchemy; alchemy should be a money-making proposition in catering to extremely wealthy and capricious patrons, not in selling them down at the consignment shop. If there's a local alchemist, indeed, selling off your own work might get you into a fight you'd much rather avoid! A few touches like this could go a long way to making me happier about the game's primary economic forces; go do quests, earn fame, get people grateful to you. Rob corpses, sure - of money, and weapons for your own use. Or rob houses and don't get caught. Make your money go further by being honoured with free or discount goods and services from grateful townsfolk, not by routinely hocking the shirts off dead mens' backs. But that's a pet issue and I'll discuss it further once we're closer to ready.


