seriously, who actually thinks that Alchemy/Enchanting is even remotely playable right now?
I would limit this specifically to Alchemy. Enchanting includes Artificing, which I think is playable right now, and maybe even on the generous side. But that's a separate topic.
True that, although Iīm really baffled on why they even put the Artificing part into the core rules in the first place. For me, thatīs obviously advanced stuff that should have been explained in detail in a supplement, just like the shitty 4 pages wasted on the ritual spellcasting copypasta...
("Health Potions?! Not on my watch!"
)
This is my position, yes, but first let's clarify our definitions. For me, a "potion" is a basically a Touch-triggered preparation of a Health spell, which is to say that it isn't a Command trigger that requires the caster to be present. My position is still that this would alter the nature of the game too radically. That said, Finstersang, you say intelligent things so I'm interested in your thoughts on the matter. Do you want potions just to make Alchemy more useful/interesting, or do you think that the game world needs them to fulfill a specific role?
For me, itīs a little more concrete than that. Itīs a
liquid that has to be actually
ingested by a living being to trigger the magical effect. Possibly not right away, but at the end of the combat round, similar to a poison or drug. No cheesy workarounds like "Yeah, itīs actually the bottle thatīs enchanted and not the liquid, because you canīt enchant liquids", no special gloves or pockets needed to handle it without accidentaly setting it off, no "just splash it in your face, it works just the same as if you drink it", no rule-lawyering discussions on how big "the next living material" (p.150) has to be to trigger the preparation.
Why should these be a thing? First and foremost: Flavour. Itīs one of the first things that players expect when they hear that thereīs an alchemy option as an alternative to regular spellcasting. Iīve encountered quite a flew players who were interested in picking up an alchemist, and some of them already lost their appetite - without having any further look at the flawed numbers - just because this is not an option. The workarounds mentioned above are just not as satisfying as making a "real" potion that you have to drink to trigger the effect. And health spells - the most obvious choice for potions - are even explicitly forbidden for contact triggers. Because, unlike spirit armies with hardened Armor and Drain Soak pools of 20 right out of chargen,
this would be just too much Magicrun

Second: It adds another layer of utility. Itīs not the same as a contact trigger, since itīs safer to handle and more reliable to employ on yourself. It takes some trickery to use it on an unwilling target, tho. Which can also be part of the fun. Spiking drinks with Laes or Chloral Hydrate is sooo mundane...
In the same vein (no pun intended), Iīd also suggest a trigger that goes off when coming into contact with blood. Mechanically, this allows for the spell to be "delivered" like an injection vector toxin, but you could also use it for some kind of theatralic black-magic-ritual-style appliances. And fluff-wise, you could add a little pinch of "Whaitaminit that sounds like B-b-b-blood magic?" discussions to spice it up
