Alchemy blues [Archive] - Wizards Community

Post/Author/DateTimePost
KShaver

04-20-07, 10:24 AM
So I'm a gnome who tinkers just a bit in alchemy, thats what most gnomes do you know.

I used to go out in to the woods after adventures that were close to home and fire up the stills. Made a little acid and some decent booze on the side. After about a week of work (1TU) I'd be able to sell my works for around 13.5g on average (10.5avg+2ranks+2racial-1wisdom).

Nowadays when I go out to make stuff I just don't seem to do as well. Most of the time I end up empty handed (+3 vs dc 15). Even when I do manage to scrape together some interesting chemicals people just don't pay what they used to. I only get 7g on average when I do manage to make stuff. Am I losing my touch, I thought I was just as good as always, maybe the market is going down?


So I've heard a lot of good stuff about the new profession/craft/perform/tumble/sleight of hand chart. I think even on perform checks my marshall might be making more money than before. The problem is the small timers seem to have gotten the shaft. Being a not so bright barbarian/fighter my gnome only had a couple of skill points to spare.

Average gold gained for small timers went way down, figuring a skill mod of 3 like my gnome it looks like this:

Old method
gp made = d20 + skill = d20 +3 = 13.5g average

New method
Chance to make gp = d20 +skill vs min DC15 = d20+3 vs DC15 = 45% success rate
GP at min dc = 2d6 = 7g average
7 avg x 45% success rate = 3.15g average take


Just saying I like the old method better, if you wanted to play the odds for huge stakes then you had tumble, sleight of hand, or perform. If you wanted steady work you took profession or craft. Now it seems all the farmers are stuck playing vegas style odds.
Arvagor

04-20-07, 02:34 PM
Consider it the vagaries of the market...

In other words, you decide how much snake oil you're going to craft based on how gullible you think the local market is (set the DC), and then you try and sell it (make the roll). If the check fails, consider it that you either a) couldn't find the rubes to purchase your wares, or b) you got run out of town for not having the proper license/sheriff seeing through your scam/etc. ... ;)
KShaver

04-20-07, 03:43 PM
Consider it the vagaries of the market...

In other words, you decide how much snake oil you're going to craft based on how gullible you think the local market is (set the DC), and then you try and sell it (make the roll). If the check fails, consider it that you either a) couldn't find the rubes to purchase your wares, or b) you got run out of town for not having the proper license/sheriff seeing through your scam/etc. ... ;)

Actually the original idea was to make the items for myself, but by LG rules I had to take the cash from the roll and then buy the acid and other items with that cash.

The problem is the new rules have so dramatically dropped the cash gained that the roll just isn't worth it. I have to dump a massive number of skill points into the skill to make the roll anywhere near what I used to make per roll, and the character just doesn't have more skill points to waste on it (my skill point, singular, on my most recent level gained went into handle animal to meet PrC prereqs).

To get an idea of how many skill points it would take I did the math. In order to reach my previous gold output my skill has to be raised from +3 to +11 and I have to go for DC25 skill checks, which will have a 60% failure rate, but still net me an average of 14g per roll.

You used to get as much gold as you rolled, now to average the same resultant roll to gp ratio you need a skill mod of +24 :eek: and go for DC 25 (average roll of 34.5 with an average gp gain of 35).
ShinAkuma2

04-23-07, 11:58 PM
For some reason, I don't think the Rolling Stones ever said, "Let's do a DC 35 Performance tonight," rolled a 34 Perform check, and earned absolutely nothing for the night.

I, for one, hate the new rules for making money on the side. The gain for taking a higher risk is minimal, and now Sleight of Hand has a punishment with no corresponding reward. Lame.