Shadowrun
Shadowrun General => General Discussion => Topic started by: Rapier on <06-04-19/1512:14>
-
Has anyone seen anything on SR6 alchemy yet?
-
Summary document has nothing, I fear.
-
I'm going to guess that it gets bumped out of the core rules, as part of page count trimming :( I hope it comes back in the magic supplement.
-
I'm going to guess that it gets bumped out of the core rules, as part of page count trimming :( I hope it comes back in the magic supplement.
I think they said it was still in. Just no details yet. It was one of the few few setting pieces I think were a good add since 4e. The mechanics were ass, but it was a cool idea.
-
If something had to go i'm not gonna shed any tears about losing alchemy.
-
Alchemy is a very cool concept but the way they implemented it sucked. Unless they are going to fix some of the flaws they might as well leave it to the magic supplement.
-
Alchemy is a very cool concept but the way they implemented it sucked. Unless they are going to fix some of the flaws they might as well leave it to the magic supplement.
It´s also a flavour-fail that making Alchemical Preparations had almost no benefits from using reagents.
IMO, using reagents should much more important or maybe even mandatory when making preparations.
-
Alchemy is a very cool concept but the way they implemented it sucked. Unless they are going to fix some of the flaws they might as well leave it to the magic supplement.
Yup. I really like it conceptually but it’s mechanically terrible so only one player at my table considers it. Even my moderate power gamers won’t even drop a single skill point into it.
-
Alchemy is a very cool concept but the way they implemented it sucked. Unless they are going to fix some of the flaws they might as well leave it to the magic supplement.
I didn't mind how they implemented Alchemy, really. The only thing I would say is that the preparations degrading so quickly was always problematic for me. But, depending on what spells you used in the preparations, you had a great selection of things you could do. Just the 'Heal tags' where you pass out a spell tag with Heal on it to each of the party members, so you could heal them from across the room if you needed to (all while without eating that -2 sustain penalty until it was permanent) was a serious boost. A fire and forget Physical Barrier is a great way to throw off a chase, especially a vehicle chase. And delayed action Fireball spells are the perfect distraction when you're on a run.
You had to think differently than when playing a normal mage, but that's not necessarily a bad thing. Especially if you had a good sidearm and armor and made yourself look very much NOT a mage. Spellcasting is more versatile, but it also brings down the Geek the Mage First chant.
-
The math was terrible for alchemy as the stronger you got the more dice you lost.
12 dice dude making a prep gets 4 from his skill losing 8 dice from his pool. At 24 dice you get 8 dice but lose 16 from your pool. That’s crap game math. Assume force 6 as you don’t want physical drain. You went form a 12 die pool to 8 die or a 24 die pool to 12 die. Going from 66% of your base pool to %50. You had to gimmick the system with high force preps and reagents to sort of work. It’s an extra layer of complication for a terrible mechanic.
They should have just had flat penalties based on your trigger type and used your core alchemy skill instead of the terribly mathed force+potency model. If you want potency in for some reason have it just reflect it’s duration and nothing else. Though I’d of gone with a set limit on the number of preps you could keep active instead.