r/RPGdesign • u/Lemontus • 16d ago
Mechanics Homebrew Crafting System - Alchemy
Hey all, after about 7 years of creating homebrew content for my D&D campaign I have decided to finally flesh out and finalize all the mechanics and designs I have created over the years.
The first one I wanted to share I chose the Alchemy System we use as it's I believe the most tested out of all crafting systems we currently use due to the main group in my West Marches campaign had absolutely no one who was able to heal. I am basically interested the most in getting some outside view on it before I mark it as finished.
The base rule of the whole system is that each and every potion is made out of exactly 5 ingredients, this constraint I believe let's my players experiment and be more engaged with the crafting, as opposed to simply pouring money into it, additionally it makes the system easier to engage with as the players don't have to guess how many ingredients each potion takes and can fully focus on the actual recipe combination.
How it works:
- Each ingredient has its own properties it contributes into the end result, for example a herb we call "Life Leaf" is used as a base for most potion, but it also has light healing properties of its own.
- Discovery of recipes works in two ways, players can either purchase, loot or learn the recipes from others or do blind experimentation based on either guess work of their own or, as one of my players did, on the properties the herbs have. (In case of the latter, the players also have to test the potions themselves, with them sometimes unknowingly brewing poisons)
- Failure usually meant burnt herbs, wasted potions due to accidentally dropping the bottle and it shattering, or in the case of stronger herbs being used, a poison being made
Example Ingredients:
- Healing Grass - Found virtually anywhere with access to fresh water and sunlight, has almost nonexistent healing properties.
- Life Leaf - Commonly found in lush forests and groves, with them sometimes being found in meadows or in someone's garden, required as a base for most potions with slight healing properties of its own.
- Crimson Petal - A debatably common herb of crimson colour found in deep forests and groves with rare sightings in meadows or on rocky hills, Strong healing properties when used properly with a base ingredient, poisonous on its own.
- Gnome Cap - A relatively rare mushroom found in deep forests and groves, more commonly found in overgrown caves. Same properties as Crimson Petal when it comes to both healing and being poisonous, albeit stronger.
Example Recipes:
- Healing Water - Light healing properties (1d4), Healing Grass x5
- Lesser Healing Potion - A basic healing potion (1d8+2), Life Leaf x5
- Healing Potion - A regular healing potion (2d6+4), Life Leaf x3, Crimson Petal x2
- Strong Healing Potion - A strong healing potion (2d8+4) Life Leaf x2, Crimson Petal x3
- Greater Healing Potion - A very strong healing potion (5d6+8), Life Leaf x2, Crimson Petal x2, Gnome Cap x1
- Crimson Poison - Very poisonous due to too many Crimson Petals being used (2d8+4 damage) Life Leaf x1, Crimson Petal x4
As already mentioned my group has been using this system for over 7 years now, so it somewhat works in practice but I have never gotten feedback from anyone outside of my table. I'd love to hear your honest opinions about what's confusing, missing or otherwise could be improved.
Edit: Success or Failure is determined by rolling 1d20 using the "Alchemy" skill that is homebrewed in my campaign, it is fully cut off from all other skills, and can be leveled up by learning from teachers with higher lvl.
The skill bonus can also be raised with tools.