IMO, Enchanting/Alchemy should have gotten a major overhaul. And besides that, it shouldn´t have been crammed in the Core Book (just like ritual spellcasting, btw). This is clearly advanced stuff that many newcomers will skip anyways. But alas...
If you want a quick fix to Alchemy, consider this:
- Actually, keep 6th Editions increased prep time.
- When finishing a Preparation, the enchanter can choose to spend reagents to increase the Potency of the Preparation. 1 Dram of reagents increases the potency by 1, with a maximum increase equal to the initial potency of the preparation.
- Preparations with a sustained spell will automatically sustain the spell for [Potency] minutes after being set off (like in 5th Edition)
There are multiple other suggestions and solutions out there, but this works best for me. It adds a better use for reagents, which fits the flavor and allows alchemists to buff up the dice pool of the finished preparation so they can compete with regular spellcasting (with a little price tag added, though). The increased prep time in 6th Edition is quite a nerf, but it
would have been justified
if the actual preparations would turn out better in turn. I rather have alchemists with a handfull of actually usefull preparations (and only a handfull of dice rolls in prep time!) than alchemists with 2 Dozens of semi-useless cantrips.
PS: Want a really good laugh about the absolute state of Alchemy in 6th Edition? Look at the
Fixation Metamagic
