Laboratory: All Consumables Should Be “Alchemy”
March 20, 2012 2 Comments
Welcome to the Laboratory, a series here at Rules As UNWritten solely focused on Alchemy in 4e Dungeons & Dragons. Alchemy is a cumbersome, confusing and rather unsupported subsystem in D&D, and this series aims to improve that. Check out previous posts in this series here, and as always, feel free to voice your reactions to our take on Alchemy and the new and reworked options we’re offering.
I’ve often noted that when a PC needs a specific thing to happen at a specific time, Alchemy can be that go-to guy. In 4e D&D, you don your Christmas tree of items with all their synergies and great versatility, but inevitably there’s going to be an instance or situation where you just need a bomb, or a way to pull that Vrock down from the sky, or a way to get the warlock back on her feet from 10 squares away. Generally speaking, consumables of all rotes actually serve these desperate instances, one, because you might want the benefit of teleporting like an eladrin, but you don’t want to play an eladrin (Fey Step Potion), and two, you might want to tip the scales of a certain skill in your favor once in a while, but don’t want to drop the coin down for a slotted item that is always active (Talent Shard). Alchemy comes with the benefit of versatility and low expense.
Alchemy Is More Than Chemistry
Potions, oils, elixirs, heck even feather tokens are all built on the premise that the magic they have is cool and helpful, but not something you want to be doing exclusively. They’re also rather inexpensive for the effects they provide. This is why I believe, as we approach the dawn of a new iteration of D&D, that “Alchemy” should be separate and defined from other forms of magic item making in that the category of crafting is limited to single-use, consumable items of all kinds. A potion should be “alchemy,” an elixir should be “alchemy,” and poisons should be “alchemy.”
With Wizards of the Coast pronouncing that they hope to eliminate a lot of the jargon in the next edition, this would be a welcomed streamlining of item crafting that would help make alchemy important and viable again. Some might feel that clumping magic item crafting into alchemy is disingenuous because alchemy is supposed to represent some form of mystical chemistry and less magical enchantment. They say that alchemy shouldn’t allow an effect that alters your form to appear like another creature (Elixir of Chameleon Power) because that is a magical effect, and something not achievable by science. They say that alchemy is rudimentary chemistry and basic science used as an interpretation of magic-like effects, only useful for things like like fire bombs and noxious gases.
I feel like you could certainly paint your own campaign in that light if you’d like, but I’d much prefer we scrap the pretense and remember that D&D is based on the premise of a magical world. How did Dr. Frankenstein raise his creation from the dead? Um, science. How did Peter Parker become the deft web-slinging hero of Spider-Man? Yup, science. I actually prefer to think that alchemy is just a refinement of magical and mundane materials in Dungeons & Dragons; you’re simply adding the right bit of this with the right bit of that, so that when you need it, it does its thing and then its gone. And, oh yeah, it’s relatively uncontrollable and can get you in some serious sticky situations.
If that’s the definition, then who cares if it is magic or not: it’s versatile, consumable and inexpensive. Alchemist’s Fire, Tanglefoot Bags, Potions of Heroism, and Flash Flower reagents should all be alchemy, and they should all be separate from enchanting a blade or shield with dedicated, permanent, and pricey magical abilities.
Covering Your Bases
All that said, I want to offer another item that follows those principles and opens yet another door to a budding master of concoctions (Severus Snape). In this case, I’ve noticed the repertoire of alchemical items out there is decidedly lacking in supportive materials. Healing, granting saving throws, increasing defenses, providing resistance…all these techniques are generally considered in the “leader” department, but most alchemical items tend to be debilitating, harmful or, like, they just stick things together. Useful, sometimes. But also useful is getting your rogue unstuck from an icy slowing effect so he can dart forward and stick his knife in the baddy, or freeing your wizard from a disorienting dazing effect so she can do more than sustain her well-placed vortex spell.
If versatility is going to be part of the definition for alchemical items (and consumable items in general), and I definitely believe it should be, then support utilities should be part of the arsenal as well. Considering the fact that one of the primary practitioners of alchemy is considered to be the artificer, a leader, some extra items to provide different auxiliary effects I think is warranted. And let’s face it, the Wound Patch is disgraceful.
So here is an offering of crunch that might help your alchemist, or any character in need of a little support option: the Analgesic Spur. I hope you enjoy this concoction, and whether you do or don’t, I’d love to hear your reactions to its design in the comments below!