Wow, look at all these replies! I would have replied myself earlier, but I had things to do, not least of which was further development of this idea.
The Alchemist's one Spell Group is basically there as a baseline he always has to fall back upon if his potion-making doesn't quite get him all the way there in the middle of the Quest. If you play vanilla spell sets, this doesn't add all that much to him, but taking Water or Earth gives the group one more Healing spell right off the bat, which is not insignificant. Of course, I have
my own magical system which is leagues more potent than the standard 3-cards-per-group setup.
5 Body and 5 Mind is slightly burlier than the Wizard, but I currently have him stuck with the same weapon and armor restrictions. There should be an intermediate step between "Wizard equipment restrictions" and "no equipment restrictions" to account for this increase in strength, but I don't know what that would be. Maybe he has to use Wizard-class armors, but can use any weapon at a -1 CD penalty - so Broadsword becomes 2 attack dice, and the Battle Axe a two-handed 3-die option? Although that might be a little too much brawn for a magic class; by no means would I mandate this rule for other forumites who want an Alchemist.
cynthialee wrote:I really like the concept, but the character is not powerful enough I fear.
1 spell deck and a couple potions isn't enough.
Maybe if he had a nice modest stack of things he can make...with the understanding he is not likely to be able to use all his recipes in a single game.
Good points. My current mechanic for the Alchemist's Potion-generating may be a little too weak. Sure, the average Quest will have 12-15 rooms and corridors in it, giving him 12-15 chances to find some Potions... but in the meantime he has to waste 12-15 turns doing the searching, which will either set Zargon up with all sorts of Evil Wizard cards (if you play them) or cause the Alchemist to slow down such that he can't contribute to the other Heroes fighting in the next room. Not to mention, the odds of actually getting a potion are rather small at present (20% for base Alchemist). What if...?
- First we need to decide on the mechanic whereby the Alchemist obtains his potions. There's really only two ways to do it: either he start each Quest with a bunch of them (based on Mind Points, perhaps?), or he collects them over the course of the Quest. Both have advantage and disadvantages, which is why the ideal system would use a combination of both. Perhaps he starts with a small handful, and draws one more each turn? I dunno... More feedback would be appreciated on this one.
- One alternative for my current system (roll dice equal to MP; get potion if
is rolled) would be to alter it so that the Alchemist gets one "weak" potion if he gets
, one "medium" potion if he gets
, or one "good" potion if he gets
.
Next: the composition of the potions themselves:
slev wrote:Having looked at this, and the original, I’d make a couple of small changes.
The first is the core Alchemist, instead of getting to roll on the table, gets to draw from a deck of cards.
Generally, drawing cards instead of rolling on tables matches with the Hero Quest theme much better.
slev wrote:These potions will be slightly different from the standard potions, and will NOT last game-to-game. Optionally, any unused potion can be discarded at the end of the Quest for an amount of money, say 5GC.
Not sure I agree with this suggestion, though (and I'll get into a bit more detail further down below). If the Alchemist only has the one Quest to gather materials for his many alchemical formulas, it's going to be a lot harder to complete them, particularly for the harder recipes.
slev wrote:*snip* 20 NEW POTIONS *snip*
First of all, those look great! Writing proper fantasy board game stuff is as much about the vocabulary as it is the gameplay. (The Vitae potions are easily the strongest subset out of the ones you listed, but that's nothing I've never fixed before.)
However, I also like your approximately 40 potions from HQR. My initial idea for the Alchemist's formulas actually involved mixing those ones together, which has the benefit of allowing random finds from the Treasure deck to be available as ingredients for the Alchemist. To make categorizing them easier, I would assign each Potion a color (red, blue, green and yellow are the obvious ones) and subdivide each color of Potion based on their cost in Gold Coins. (so a formula might require "one Red potion worth 200+ and two of any other potion").
I might eventually just relabel all the Potions, because if I'm being honest your system is much tidier, but I'm still in the "investigation" phase so I won't be doing that yet.
And finally, the alchemical formulas themselves! (
The card back art is older than 1700, which means it's public domain!)


Rather than write out each formula on a card, I opted to just show you a screenshot of my current Excel notes file, as that was faster:

And there they are. Some simple, some complex. Some complete, some WIP. But hopefully all good!
The last four formulas, i.e. the Four Alchemical Processes, were designed partly in inspiration from Goblin-King's suggestion that certain formulas be required as pre-requisites to get to more advanced ones.
The
Sphere of Banishment, by the way, is one of my favorite designs.