What I was trying to do -- The players will normally need more potions than they can afford and will have to trudge a long way to get them. That sounds more like grocery shopping than adventure to me.
Solution 1 - Add a custom misc item the gives the Brew Potion feat. Okay but now I've made it too easy, basically just given the player a free feat with no downside.
Solution 2 - Changed to an equipable item with alignment restrictions. Better since I used the flute blueprint as a starting point so the character can't be doing much of anything else while brewing. Still seems too easy. The game engine seems to get the price about right based on the item properties so the player could chose to sell it.
Solution 3 - "Brewer's Equipment". Just jacking up the weight to around 5 - 10 lbs should encourage the player to either leave it at base camp or eventually take the feat and sell the item. Also makes it seem more like crafting for low magic settings.
This took me a week to figure out. ![]()
So, from your collective experience, what are other things to watch out for?





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