On multiple occasions throughout the years my friends and I have discussed how to best insert alchemy into D&D. Across each edition, alchemy has taken different forms. Sometimes it’s presented as a skill. The (awesome) potion miscibility table in AD&D was a form of alchemy in its own right. And in fourth edition, various alchemical compounds found their way into the consumables catalog along with potions, scrolls, and whetstones. Now that I’m playing fifth edition, one of my players asked how he might mix a little alchemy into his bard’s bag of tricks. That sounded like a good excuse to dream up a little sub-system that might work as part of the game. In the spirit of a more “hackable” D&D, I thought I would share those ideas here.
A number of great bloggers have written commentary on the use of action points in 4e, and many have made good suggestions as to how to make the use of action points a bit bolder. Ameron’s “Putting More ‘Action’ in Action Points” on Dungeon’sMaster.com, “Other Uses for Action Points” on Polyhedral, and “Fun with D&D 4e Action Points” by the Chatty DM come to mind. I’ve been struggling with this question myself as my group hits our one year anniversary of play. More often than not, action points are being used as a simple re-roll which gets the job done mechanically, but fails to create the big moments that I’m looking for in our encounters.
So, David and I put together a set of simple house rules that attempt to encourage bold play without nerfing the flexibility of the system as a whole. These ideas definitely build upon suggestions others have already made but, hopefully, take them one step further.