[@Guy0fV4lor] You could, but it’d basically be like vomiting so that liquified crystal would not be very, uh, sterile. You could! But be aware you would risk simply helping them eat you as well! [@Rune_Alchemist] Because of the sort of segregation between “narrative” use of the skills and “gameplay” so to speak, I’d actually like your opinion on whether you prefer the skill as is or if I should rework it a bit. Originally I intended it to “Increase chance of success” when attempting to, say, mix together a healing potion. But unlike a tabletop we aren’t really rolling dice (or at least you guys aren’t) and in the narrative sense something either works or it doesnt, it doesn’t work at 46% effectiveness or fail randomly. Would it be better to have it boost the power of things you make with Alchemy instead? [@King Cosmos] It IS possible to create new spells, or skills, or many other things through experimentation! That’s exactly what I want to encourage! But the thing is, you may not see results immediately or you may have to piece together bits of information from trial and error. See, the way I’ve been doing this is that every time someone does something, I try to think of applicable skills. Depending on what they do, how often, how creative, how interesting, how good they would logically be at it, etc, I assign certain values behind the scenes. The definition of skill, after all, is doing something well because one has practiced it. For instance, Ardur the Pixie got a system message that he was “experiencing a fast rate of Skill Progression” because something he did was an effective way of learning or getting better at something in particular. When he, or any other character, reaches a certain threshold in my behind the scenes calculations, he will unlock a new Skill or cause an old one to increase in rank. It’s sort of like Skyrim, except you can’t immediately see the perk tree.