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(TFT) One hundred healing potions a month



One hundred healing potions a week

    To produced one hundred healing potions in a
week requires three alchemical labs and three
alchemist.  Each can produce ten healing potions a
week (if they make their DX roll) which comes out to
one hundred and twenty in a month.  Healing potions
only require common ingrediants.  These are easily
aquired.
    The risk lays in an alchemist rolling a 17 or 18
at the end of the week.  Either of these rolls cause
an explosion in the lab.  This will do 2D to the
alchemist and one to six thousand dollars of damage
to the lab.  This event is not easily or quickly
recovered from.  Also for this reason labs are not
all built in the same large hall, but are separated
from each other.  Statisticaly three labs running
non-stop will have an explosion in one of them
roughly every eight months.  In light of this, not
only are labs separated from each other, but they
would do well to be separated from the community as
well.  This is where I have a problem with the rules.
    In Advanced Wizard it states that the Scholars
guild will have chemical labs for rent, and the
Wizards guild will have alchemical labs for rent.
Both these labs suffer from explosions.  I have
trouble imagining the Scholars guild, books, scrolls,
and other flammables being in the room next to a lab.
More so I have trouble imagining the lab in any
building, let alone within a city.  It seems they
would be outside the walls, or deep underground,
where the damage would hurt nothing but the lab.
The problem with being outside the city, or outside
the walls, is that the ten thousand dollar lab is
harder to protect.  The problem with being underground
is the explosion itself.  An explosion in a tunnel
or cave is not a pleasant experience.
    How about a tower then.  The top floor is the lab.
A nice sloping wooden roof defines the shape of the lab.
At worst an explosion would rain debreis down on the
roofs and streets around it.  Some cities have tried
this.  Another way is to place a small lab inside a
huge subterainian cavern.  One with plenty of room to
disipate the explosion.  At worst a cave in may be
triggered.
    It seem inconceivable that a chemical or
alchemical lab could run for years without being
rebuilt several times.  At this point two other
approaches become usefull.  A +2 charm, or a wish
ring.  With a wish the alchemist could wish to roll
again and hopefully negate the 17 or 18.  With a +2
charm a 17 or 18 would become a meer 16 (automatic
failure).  The problem is that both of these
solutions are extremly expensive or dangerous to
produce.
    If only there was some way to enchant the entire
lab with a megahex of stone flesh, or some such, to
harden it against explosions.  Unfortunately the way
I read the rules, each item in the lab would have to
be enchanted to resist damage.  This would become
astronomically expesive, very quick.
    In conclusion; Run more than one lab a time
so that production of potions may continue even
though one lab has blown out.

    David Michael Grouchy II

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