Low level, low magic

If I drop the spellcasting from the Paladin class then I will probably drop the entire class. Those wanting to play a Paladin-type character would choose the Fighter class, along with a Heroic Path that mirrors the paladin special abilities.

The Swashbuckling Adventures (7th Sea) campaign sourcebooks have expanded alchemy rules. I will probably start there. However I envision that alchemy will be time-consuming and require a lot of bulky equipment and materials, so it will probably be better suited to NPC's rather than PC's.
 

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Rath Lorien said:
The Swashbuckling Adventures (7th Sea) campaign sourcebooks have expanded alchemy rules. I will probably start there. However I envision that alchemy will be time-consuming and require a lot of bulky equipment and materials, so it will probably be better suited to NPC's rather than PC's.
Can you compare these to Bastion's rules, please? I have A&A, which is the basis for the rules I use, while drawing in material from Atlas' Occult Lore. If 7th Sea has anything I can assimilate, I'd like to hear/read about it.:D
 

I've not read A&A so I can't comment. Swashbuckling Adventures gives an Alchemist class and gives rules for creating 'elixiers' which are the same as potions except they are potent for only 24 hours. Also, the Swashbuckling Arcana has some recipes for potions which include the ingrediants needed.

Obviously this level of detail is small compared to the level of detail given to the subject in a book dedicated to Alchemy.
 

Rath, I'll bring you a copy of Bastion's Alchemy & Herbalists over tonight.

It's a good book. I think those rules would work very well in a low magic world.
 

Rath Lorien said:
Obviously this level of detail is small compared to the level of detail given to the subject in a book dedicated to Alchemy.
True enough, but there's always room for those little components that can be taken from one and added to the other. As is, your description tells me that I should at least take a look at them... It gave me a few possible ideas (such as the wondering quak on a budget), but I'd have to read it to see if its implementable.

Example: While A&H (I got the name wrong, it's Alchemy & Herbalists, not Arms & Armor) provides quite handy rules for Alchemy and Herbalism, Occult Lore (Atlas) had a sizable section of "magical/fantasy" plants (including the asian-take on the Fruit of Life myth) and equipment (both large and portable) which I found snapped right into Bastion's system.

So thanks for the quick-view; AEG might have sold another book this day.

I also got Die Kluge's reply notification while writing this, and I'll second his recommendation that A&H provides excellent rules that work either alongside standard magic or as a replacement for (much) of it. Great stuff.
 

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