| Moon Folk |
I don't think taking 20 is possible accept in the case where you are making a job lot of one type of thing and then removing the failures. Big budgets for materials and process but a lot is made.
This is a good point. I overlooked the fact that taking 20 means trying and failing a lot. Definitely something I will consider. I will probably do what you suggested and just remove that option. I think I was so excited to make poisons I didn't really see all the rule sin front of me.
Hm... I'm intrigued by this method. I'm not entirely sure how I feel about it, because it seems like one could conceivably get a ring of Sustenance and set up 20 items every day, given enough alchemist's labs (and, probably, a home base of operations). On the other hand, it would definitely free up the adventuring Alchemist's time so that he could set up 1 or 2 items in the morning before going out to slay monsters and whatnot.
Oh, and if the poison-making rules bug you, there were some alternate poison making rules in Complete Adventurer. They basically just said to do everything the same, but just use the gold piece value rather than the silver piece value. That alone speeds the process up by a factor of ten. Also, if you had a ready supply of what the poison came from (ie, you were extracting venom from a live viper and then adding preservatives) then the materials cost was only 1/6 of the base price instead of 1/3.
Thanks for the criticism! I personally wouldn't have a problem (money-wise at least) because, as kroarty said:
THERE IS NOT ALWAYS A BUYER
I like a character with gall. If they have the gall to do that in my game it's ok. They have a lot of poison/smokesticks so be it. There is always a way to make them useless ;D
And also, thanks for the reference to those poison rules; they sound great.
If you still don't want to do it I suggest trying to hunt down a giant wasp and take it's venom. It adds interesting loot to random encounters with wild animals, as well as finding random fungi in ancient dungeons. Best of all, it opened up the dangerous new profession and business for a small town in the outskirts of the kingdom, Giant Wasp Ranching.
Man, that is a really great idea. I love the idea of having a wasp farmer hidden in the woods somewhere, selling his poison on the black market of some city. As well as a torturer harvesting tears of death from his victims! Nice!
Unification: Crafting takes no significant time whatsoever. You have the skill/feat, you pay half the cost, you get the item. I don't care if it's a tindertwig or a staff of power. Its all a matter of money. And if you can't sell it for more than it cost to make it (this would require regular craft items to be brought in line with magic items with regards to cost), it's balanced, come hell or high water.
This is exactly what we've been doing; if you have the feats and the money, you've got the item. I just wanted to bring the alchemizing into the roleplaying element of the game without sacrificing stomping time. The good thing about your method is that it really takes the headache out; I simply want to make crafting fun flavor-wise.