Alchemy in your game world

fusangite said:
I have no idea whether you're agreeing or disagreeing with me; this, I think, stems from the fact that I don't know what you mean by "realistically."

Just that I don't ban a philosopher's stone from the game because it's not real. In that sense I let Alchemy achieve "non-realistic" results. I still let it work "reliably" in the sense that it is predictable and not random.

About physics in the fantasy world... I don't change it purposefully, and basic real-life knowledge helps you in the fantasy world as well (such as knowing that when heating a metal object's end soon the other end warms up as well, or that in the fog the hearing is slightly better). But some effects are clearly not correspondent to RL physics or chemistry.
 

log in or register to remove this ad

My next low-magic campaign setting has alchemists. They are pretty common and organized into guilds. They create all manners of non-magical substances such as blackpowder, healing salves that heal 2d4 during a night sleep, greek fire, elixirs acting like weak magical potions, etc. Then, the more talented alchemists can make magical potions, and put enchantments on weapons and armors. That is: in my campaign true magical items will be very rare, but potent. A magic weapon is an intelligent vorpal sword, not a mere +2 dagger. However, while such items are exceedingly rare, having an alchemist put an enchantment on a weapon is common provided you can pay for it (XP costs included). This is how characters will be able to get a +1 or +2 magical enhancement bonus on a (masterwork) weapon or armor. Such enhancements are not permanent however, and last only for a few years (1d12 years).
 

Li Shenron said:
Just that I don't ban a philosopher's stone from the game because it's not real. In that sense I let Alchemy achieve "non-realistic" results. I still let it work "reliably" in the sense that it is predictable and not random.

About physics in the fantasy world... I don't change it purposefully, and basic real-life knowledge helps you in the fantasy world as well (such as knowing that when heating a metal object's end soon the other end warms up as well, or that in the fog the hearing is slightly better). But some effects are clearly not correspondent to RL physics or chemistry.
Oh... I see. By "realistic" you meant "resembling real life" -- well I have to agree. If D&D were made "realistic" by those standards, how would we explain all the magic?

When I employ the term "realistic" in D&D, I usually mean consistent with the other things known about the world. That's what I strive for with my alchemy.
 

Enchanted Trinkets Complete

Recent & Upcoming Releases

Remove ads

Top