I have a player that wants to brew potions in their down time. I found some third party rules I’m going to use to expand the options and includes ingredient gathering as well. The player also suggested possible random effects from failed attempts. I have come up with a table similar to the Sorcerer’s wild magic table. The issue I have is that all of the effects happen when the potion is used. I’m trying to figure out how to keep the player from knowing whether they failed or not so that they might still use it. My initial thought is just have them roll the crafting skill check when they want to use the item vs when they make it maybe? Other folks insight would be appreciated
How many are you going to let them have at a time? Because if it’s more than 1, the bookkeeping on doing the roll at creation would get crazy. I’d say just do it in the moment. Less tracking which potion they’re using, and it will add some drama in the moment.
That said, it feels a little un-fun. If they have the proper tool proficiencies and that’s how they want to spend their downtime, I’d just let them brew the potions they like according to the magic item creation rules. I wouldn’t want to screw someone over for trying to use an ability they have by RAW. Even if it is an optional rule.
Yeah, it is my concern that it might be a lot of book keeping if I have to do the rolls secretly and un-fun for the player. It is in fact his idea to have the possibility of failing so I was happy to oblige. He does tend to try and meta game things from time to time as well which is why I don’t want to roll at creation unless I do it secretly, otherwise he is not likely to use them if he fails. The plan is to not let him carry too many either.
Hello,
I have a player that wants to brew potions in their down time. I found some third party rules I’m going to use to expand the options and includes ingredient gathering as well. The player also suggested possible random effects from failed attempts. I have come up with a table similar to the Sorcerer’s wild magic table. The issue I have is that all of the effects happen when the potion is used. I’m trying to figure out how to keep the player from knowing whether they failed or not so that they might still use it. My initial thought is just have them roll the crafting skill check when they want to use the item vs when they make it maybe? Other folks insight would be appreciated
How many are you going to let them have at a time? Because if it’s more than 1, the bookkeeping on doing the roll at creation would get crazy. I’d say just do it in the moment. Less tracking which potion they’re using, and it will add some drama in the moment.
That said, it feels a little un-fun. If they have the proper tool proficiencies and that’s how they want to spend their downtime, I’d just let them brew the potions they like according to the magic item creation rules. I wouldn’t want to screw someone over for trying to use an ability they have by RAW. Even if it is an optional rule.
Yeah, it is my concern that it might be a lot of book keeping if I have to do the rolls secretly and un-fun for the player. It is in fact his idea to have the possibility of failing so I was happy to oblige. He does tend to try and meta game things from time to time as well which is why I don’t want to roll at creation unless I do it secretly, otherwise he is not likely to use them if he fails. The plan is to not let him carry too many either.
Oh, I’d thought you only find out what it is when you drink it. Then there’s no chance at metagaming.