About focus creation
Before I start I just want to mention that I dont know all the english terms because I have the books in german. I have the street grimoire and the forbidden ways or something like that so i do have all the magic books afaik.
So I just did my first run with my first character, but I have read a lot in the books because I did the gm in 2 previous runs. I wanted to do an alchemist mage character, focused on the creation and use of foci and astral combat. I have found a lot of houserules on this reddit to fix alchemy, which I am going to discuss with the group but I am mainly frustrated with the focus creation, because I could buy a weapon focus lvl 3 or 4 at character generation, but with the maximum of points in magic an focus creatoony( both 6, at least the natural maximum for chargen) can not expect to create a focus better than 3 probability wise. Do i really need to max that out even further just to get something better than i can bux for not even that much cash at chargen? i feel like that kind of ruins the depth of my char, that i have to put all my karma into this because I would otherwise be useless in the main aspect of the char. Also do I really have to do this initiation Thing twice to learn the advanced alchemy metamagic? thats like 10 runs worth of karma for something so crucial for an alchemist. I hope you have some houserule like solutions or, even better, can tell me what I misunderstood.
conclusion: Thank you guys for all your input, I am gonna concentrate on the alchemy for now and just buy one or two foci when I have the opportunity.
Posted Mar 19, 2018, 11:40 AM UTC · edited
Alchemy is fantastic at doing what it does: making Preparations that are (mechanically) less effective than direct Spellcasting. I love Alchemy and enjoy the possibilities but don't kid yourself in thinking that it brings as many options (specifically on the fly) as Spellcasting.
Artificing is... dude, just buy your foci from a talismonger. I have played Mages that only had a single focus, other that never had any. It isn't a required piece of kit (like bullets to a gun Sam). In addition, due to Addiction rules if you have too many Foci you gonna get hooked, my man. This isn't D&D where everybody loves you for making them a Sword of Awesome +4.
Disenchanting doesn't need to exist. You can sell a found magically doohickey or turn it into a handful of reagents. Your choice.
Astral Combat is very niche and requires an all-in build style otherwise you'll just get murdered by a Spirit.
With all of that said if you want to stick with this character concept (sort of) I would recommend investing in Alchemy and completely ignoring Artificing and Disenchanting. Alchemy is excellent for making Armor, Increase [Attribute], Astral Armor, Combat Sense, etc Preparations. Basically, find spells that are unopposed or require Sustaining to be of value. Yes, a Mage can sustain all of these spells but that -2 (or -1 with Psyche) penalty for each sustained spell adds up quickly.
Yeah thats basically what I have done but I still plan on buying some foci and taking the addiction bc thats not a bad thing imo as it defines my char a bit more and makes him unique.
I always recommend creating the Concept and then putting the mechanics where they need to be. A Focus Addiction could be a perfect match for your character. Be sure to clear everything with your GM because it really sucks to get a "oh by the way" mid session.