Herbalism and Alchemy

How interested are you in a Alchemy/herbalism product

  • I'm using a system now, but a new one would be nice

    Votes: 3 13.0%
  • I'm not using one now, but I am interested

    Votes: 14 60.9%
  • I'm using one now, not interested

    Votes: 2 8.7%
  • Not using one now, not interested

    Votes: 3 13.0%
  • Interested in one aspect of product, not the other

    Votes: 1 4.3%
  • Other (please explain)

    Votes: 0 0.0%

  • Poll closed .

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
 
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It could be an interesting peice. Just remember, everyone's tastes and interests vary to a degree, so be careful if you are trying to create the penultimate version everyone will use. Been there...

Anyway, I have an Alchemist base class that I use that could benefit from such material, though currently I use the Bastion books (both the Alchemy & Herb, and Poison books). They are a bit cluncky, but for someone dedicated to the love of that kind of character, they work fine. You just have to have a tolerance for bookkeeping (which fits the mindset of an alchemist anyway...).

Good luck on the project.
 

It sounds quite nice. I don't have Alchemist & Herbalist but I thought about checking that out long ago... However even the Kingdom's of Kalamar simple expansion to the two skills was IMO a very good idea. In general, I think that just having more choices of materials or items to craft with them is a good addition to the game, while a whole new system is probably too much, and it can actually discourage the players.
 

Looked at the Bastion book, but chose not to buy it. It was way too powerful and feat intensive for my taste. But a plug-in book with more rules for alchemy and herbalism....with a lower power level would be a welcome addition to my campaign world. As it is right now, i have an extensive list of special materials from a bunch of different sourcebooks (with the cost and DC's). A PDF that would expand upon the materials without adding magic to the equation would be appreciated.
 

I've always liked the idea of using herbs in games. But to make sure that potions are made useless, I usually assign 80% of herbs to have some sort of hindrance. For instance, tea leaves that when eaten or used in tea, they put an individual into a dreamless sleep (for those characters that have trouble sleeping because they keep getting nightmares) but they have a -5 penalty to listen checks for the next 12 hours (in addition to the other negatives sleeping characters have) due to being sound asleep or, if awake, really groggy and in a daze. Really a pain if someone in a party takes it so they can sleep and then hours later, the party is attacked during their sleep. Characters might sleep through the whole thing.

Or if items don't have a penalty, they should be "task specific" like an ointment that heals 1d3 fire damage or 1d3 cold damage. Take this certain herb if you get poisoned and if the secondary damage has not affected you, you get a +3 bonus to your Fort save. If you have taken secondary damage you get another save throw but at a -4 penalty since so much poison is already in your body. This herb must be consumed within one hour of initially being poisoned or something to that affect.


Next thing to consider is how one can prepare the herbs, drying time, what’s available in what climate, rarity, and how much do these sell for on the market.
 

Xythlord said:
Looked at the Bastion book, but chose not to buy it. It was way too powerful and feat intensive for my taste. But a plug-in book with more rules for alchemy and herbalism....with a lower power level would be a welcome addition to my campaign world. As it is right now, i have an extensive list of special materials from a bunch of different sourcebooks (with the cost and DC's). A PDF that would expand upon the materials without adding magic to the equation would be appreciated.

I couldn't have said it better myself.
 

Just elaborating on my vote here.

Got the Bastion book, and somewhat interested in the Penumbra book (Occult Lore?) which also has chapters on these two disciplines, Atlas' stuff being generally pretty good. I also did a paper this last academic year on real-world alchemical beliefs, and some of that may find its way into my next game. I'm going to have my hands full adapting this material to my own ends, and would not really be interested in a new work on these subjects.
 


rrealm: any luck yet? Yes and no. Alchemy products alone are 25 pages, herbal are 20. The system for herbalism is complete and I'm playtesting the alchemy system. What is left is the intro, dm suggestions, and the editing. Oh my joy is never ending :mad:! Oh, and still not happy with my art situation - I lack a single artistic bone, so I'm using wood cuts for alchemy and old technical drawings of plants for herbalism. I still need a cover.

B:]B
 

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