Allow for Crafting in rented Buildings

Started by Ziya, March 11, 2014, 06:08:05 PM

Previous topic - Next topic

Ziya

Eeep, my first suggestion ever:


One of the things I have been hoping to try my hands at is Alchemy and Herbalism, and to this end, I have been gathering a small group of PCs to toy with it under the banner the Disciples of the Arts.

Along with this is the hope that Alchemy and Herbalism can be done within Upper Sanctuary itself in the private rented buildings: for example, the Temple, the Warehouse, and the Barracks.

It'd allow for events revolving Alchemy, RP that involves alchemical rituals, mages, and so on, within a somewhat more immersive setting of a chamber or area where those involved IC-ly stipulate as ritual chambers or laboratories and the likes - rather than having to awkwardly traipse over to the wormpits.


...

...Gods I am bad at writing suggestions.


xXCrystal_Rose

Bear in mind that some of the effects from alchemy can be anywhere from a foul smell to a volcanic eruption, meteor impacts, and the destruction of the cosmic weave of reality itself. You might not want to be responsible for the damage from those things happening inside of a room, or heavens forbid you do something more dangerous like summon a demon prince by mixing your ripplebark and rock worm meat incorrectly.

Ziya

Isn't that all part of the fun? I mean, it's IC if that happens, and it happens in a room...

With a locked door.

That none of the alchemists could open in time.

Because the lever is on the other side of the room.

As the demon prince marches towards them.

With a +5 Vorpal Blade.

...it's all part of the IC risk/danger involved. <_< >_>

(( How did my character even live this long...? ))

John Doe

One of the main issues is that Alchemists have a long history of causing death and injury with NPCs due to failed experiments.

The rules might have been updated since I last checed, but it is (ONLY) permitted to perform alchemy in areas without NPCs in them. If that so happens to be an abandoned or rented building, then that is fine.  

If there are NPCs in the buildings which you're renting, you can instead suggest that the interior is adjusted by the DMs so that it allows alchemy without risk for the NPCs.

Ziya

The rented buildings have no NPCs. :3

HalflingPower

It would be worthwhile going to some of the very minor bonus areas and doing it if they weren't so far flung or dangerous to get to not that that has anything to do with the topic.

Crafting is extremely dangerous and hardly worthwhile anymore from a third party perspective and extremely time/resource consuming.

As I assume the system was put in place for people to have fun with it and a means to reward time/effort investment in something other than questing I don't see why it can't be a faction goal to get a small place to do your business if that's what your group is working towards and dedicating time/materials to... But anywhere in Sanctuary besides maybe the spellguard tower would be a big no no for alchemy/herb as the text says it STINKS and shit blows up.

I personally think the inbetween lab would be nicer if it wasn't so mega dark inside. I don't know if that's just me.

Zango_Unchained

I think you should open labs up in sanctuary, as it would provide more rp options for alchemists to start factions and interact more rather then just quietly do it in far flung corners of the underdark.

gravekeeper

Maybe make it so that you would incredibly decrease the DCs if you had other players around channeling upon the crafting places along you. All them would be subject to the same consequences, but in a minor degree, once they would not be directly involved into the production of materials.

Maybe each of them could be specialized into a particular task and thus a PC of determined class would be more successful into helping about it than other. For instance:

To protect the site, an abjurer (GSF abjuration), would get better bonuses than someone not specialized on it.
To calm the weave, maybe a druid with empathy towards the Ley Lines
To make results precise, a wizard
... and so on.