[GRIM TALES] expanding Alchemy/Herbalism rules - feat, skill, or talent-based?

GlassJaw

Hero
I'm working on a Grim Tales campaign right now (archaic era, kind of a Conan vibe) and I thought that expanding the rules on alchemy and herbalism might be a cool thing to do to give the players more options since they won't really be able to create magic items. I've been browsing through a variety of sources lately (Bastion Alchemy & Herbalists, Midnight Against the Shadow, etc) and they each seem to have their own way of doing things.

A&H is very feat-based. You need a different feat to create different types of alchemical or herbalistic items. The Midnight system has a few feats but relies on formulas (a lot of formulas) to determine DC's for skill checks. Midnight also has a PrC that expands upon the herbalism rules and also allows for the creation of more power substances (almost like metamagic).

Grim Tales, of course, also has talents and talent trees. I wonder if these "craft" abilities would be better represented by a talent tree. One tree could also apply to both alchemy and herbalism too I suppose. It would definitely be available to the Smart Hero and maybe the Dedicated as well.

I also want a system that simple. I don't want it to require an advanced degree in botany nor do I want to suck up significant game-time to use. I don't think I'll completely work out the system either. I'll present some ideas to the players and if someone is interested in playing a character who utilizes these abilities, then I'll probably work with them. Right now, I just want to do some brainstorming and see what people think is the best way to proceed. Thanks!!
 

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GlassJaw said:
I wonder if these "craft" abilities would be better represented by a talent tree. I also want a system that simple.

It's definitely not appropriate for a Talent. Talents should be reserved for things that ONLY Heroes of a certain class can do. (ie, can Ordinaries be Alchemists?)

I'd make it Craft based, and if you want it to add any truly extraordinary abilities, maybe require a specific Feat.


Wulf
 

Might want to think about the expanded "Invention Points" system from RPGObject's "Blood and Circuits" sourcebook. It's basically an expansion on the Craft DC system that allows for multiple rolls over time determining the outcome of something that, well, takes time to build/make. It allows for highly trained people to make complex items rather quickly, but for even a novice to eventually create what they're looking for (even if it takes a year and is horribly flawed).

I'd say tie it to an existing skill but then add feats that build off-of and expand on it.

--fje
 

GlassJaw said:
A&H is very feat-based. You need a different feat to create different types of alchemical or herbalistic items.

A&H has a serious problem with this. Some of the text states that the feats are required and yet a chart says they aren't (p. 49). I go with the latter and use the feats as two things- skill focus for the classifications (unguents and such) and the other relates to the crafting rules in ST Cooley's book on treasures and objects d'art. So, in other words, all alchemical creations below alchana in power can be made with the alchemy skill alone.
 

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