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Re: (TFT) One hundred healing potions a month
Nice article David.
In my campaign $1,000 to $6,000 damage is
almost always limited to the $10,000 needed to set
up the lab inside the building. In other words we
don't get buildings blowing to smithereens, (which
would seem likely to do more than 2d6 damage to
a worker at the bench). What usually happens is
some glassware, benches, ingredients, tools, etc.
are damaged or burnt and must be replaced.
Explosions on an 18 are only 25% of the
explosions so I tend to tone down the 17 explosions
a little and jazz up the 18 explosions. I've had walls
cracked or holed on an occasion with a 18
explosion. I also tend to add $1,000 to the cost of
18 explosions.
My labs are usually not in the down
town core, but can be found in towns and cities.
Rick
>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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