Beholder Bob
First Post
I'm working on an alchemy/herbalism PDF (I think it will be 40 pages when I'm done, so far 99 products) aimed at making them
1) common or hedge magic - items for the low end of adventure, items worth less then 100 gp, weaker then most potions and scrolls, and perfect for including among low level foes for treasure
2) balanced for players to make. not so powerful as to replace potions (as did the blood & tome healing paste, 50 gp = d8 heal. almost a healing potion but made w/crafting rules and no xp spent!)
3) unique enough that it is not yet another spell attached to a spell trigger or some such. I am tired of the simple magic items usually doled out - simply a spell with charges/skill/effort required to trigger it. too much like a video game
4) use a system interesting enough not to just be a skill roll but not so complicated as to require extra sheets to keep track of materials (such as 5 oz fennel, 1 oz mandrake, 17 oz rosehips).
Now - I know alchemy & herbalism by bastion books is out (hell, I have it) but was disappointed with it and its items. The concept is nice, but far to clunky to simply splice into a campaign, too feat heavy to use it, and gets far too powerful (IMO). There was also another book that offered a herbal system (I forgot the name, it was a book of alternate magic methods) that was interesting, but again, not quite what I'm looking for. Both had nice flavor but got too immersed in their own subject for easy use and required some complicated systems to keep track and make products. Does anyone use either of these (or another) system for making alchemy and herbal products?
B
B
1) common or hedge magic - items for the low end of adventure, items worth less then 100 gp, weaker then most potions and scrolls, and perfect for including among low level foes for treasure
2) balanced for players to make. not so powerful as to replace potions (as did the blood & tome healing paste, 50 gp = d8 heal. almost a healing potion but made w/crafting rules and no xp spent!)
3) unique enough that it is not yet another spell attached to a spell trigger or some such. I am tired of the simple magic items usually doled out - simply a spell with charges/skill/effort required to trigger it. too much like a video game
4) use a system interesting enough not to just be a skill roll but not so complicated as to require extra sheets to keep track of materials (such as 5 oz fennel, 1 oz mandrake, 17 oz rosehips).
Now - I know alchemy & herbalism by bastion books is out (hell, I have it) but was disappointed with it and its items. The concept is nice, but far to clunky to simply splice into a campaign, too feat heavy to use it, and gets far too powerful (IMO). There was also another book that offered a herbal system (I forgot the name, it was a book of alternate magic methods) that was interesting, but again, not quite what I'm looking for. Both had nice flavor but got too immersed in their own subject for easy use and required some complicated systems to keep track and make products. Does anyone use either of these (or another) system for making alchemy and herbal products?
B
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