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[GRIM TALES] expanding Alchemy/Herbalism rules - feat, skill, or talent-based?
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<blockquote data-quote="GlassJaw" data-source="post: 1910535" data-attributes="member: 22103"><p>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.</p><p></p><p>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).</p><p></p><p>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.</p><p></p><p>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!!</p></blockquote><p></p>
[QUOTE="GlassJaw, post: 1910535, member: 22103"] 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!! [/QUOTE]
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[GRIM TALES] expanding Alchemy/Herbalism rules - feat, skill, or talent-based?
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