+: reduce real-time for brewers
+: playing wizard/witch with a cauldron sounds cool
+: reduce stocks for PC merchants
- : lvl 3 brewers can compete with lvl 8 brewers on volume basis, when competition on quality basis doesn't exist.
(It should, but most folks don't RP the fact that for the common man, a mighty wizard probably makes better brews that an apprentice. Everyone seems to know everything about brewing, cost included. I've even had gnomes telling Dalman they prefer to buy at the kobolds... yes, i know dalman is a reap off, but whatever)
If you want to be a trader, you've got to put time in it IG. Getting profit for 10 brews because you can cast 1 spell seems dangerous for game balance, both for cash flow and game difficulty. Just get blur or serious healing and you're a millionnaire.
IMO, traders, and most especially brewers, should miss quests because they have a business to run. Choose coins over xp, or vice versa. Those coins can get you cool stuff if you really make a business of it (wands, for one). Choose to RP your merchant or to RP in a quest. You can always create another PC to quest while your brewer is out of spells.
Don't get me wrong: i like the idea, but that "easy volume" thing thing bothers me. It may easily mean the end of RP merchant brewers. Stock is the main advantage a merchant has compared to the occasional brewer (with perhaps knowing where to find cheaper vials, and having a good appraise).
So....
idea 1: get cool looking cauldrons, with colored smoke and stuff
idea 2: get various sizes : small cauldons (3 brews per spell), medium (5 brews), big ones (7 brews), with weight accordingly. Weaklings should have a hard time carrying the big cauldron, unless they have storage or something.
idea 3: make potion effects vary (just a little) according to lvl
idea 4: make cheap vials (ex:8 coins)/ standard vial (ex:10 coins)/quality vial (ex: 12coins) so that quality "shows"
idea 5: get lots more hard to find (islands...) alchemy equipement (cf. Elder scrolls, Oblivion), and make the number of appearing brews vary with the amount of equipement,
idea 6: make the number of appearing brews vary with spellcraft skill or check: each time there's a small risk (fun, he, you've just lost the 1000 coins ingredients on that bulk order, and now you've a debt...)
idea 7: mix idea 5 and 6.
idea 8: make regeants interfere with brewing, so that dedicated researchers can brew special stuff once in a while.
idea 9: make the cauldron not re-usable, so that it's an investment to tend to large orders.
My two cents. Cool ambiant idea.
PS: why not make wand charges vary a little with lvl of crafter, ex: 15+1/lvl (hence rougthly 20 to 24 charges in EfU)