PDF products I'd like to see

I'd love to see simple uswes for magic, or magic for the farmers, the merchants, the mundane peoploe. Simple magical devices that help civilazation but are not real world devices that are magic instead of technology.

I'd still like to see an alternative XP system a well.
 

log in or register to remove this ad

You know, Crothian, I agree with you, that is something that I would like to see as well. It was one of the parts about Testament I liked a lot, spells for non-dramatic, day-to-day situations, like ensuring a good harvest and fertility. I'll see if I can put something together like that. Thanks for the idea.
 

DaveStebbins said:
I'd rather compare adventure creation to writing HALF a story, realizing that the players and their PCs will fill in the other half.

Well said - and I needed a new quote for my sig! :)
 

HalWhitewyrm said:
You know, Crothian, I agree with you, that is something that I would like to see as well. It was one of the parts about Testament I liked a lot, spells for non-dramatic, day-to-day situations, like ensuring a good harvest and fertility. I'll see if I can put something together like that. Thanks for the idea.


Testament had some good ideas in it in this regard. It is something that always annoyes me, the high magics a setting has in terms of killing each other, but then the day to day stuff is completely mundane. One would think since the infa structure of a country is very important that magical resources would be devoted to it. And the god of agricuture must have priests devoted to helping out the farmser thus crafting things for them.

Another thing I'd like is more historical, a list of inventions and discovers from the bronze age to the Industrial age. A product that not only explains what it is, why it is important, but also what life was like before and after the discovery.
 


While I saw some stuff that interested me in this thread (especially a book specifically about animals) I figured I would try to direct this thread toward the orginal topic.

One book (pdf) that I would snap up in an instant is something related to Herbalism & Alchemy, specifically something that uses the existing rules (not some wholly new feat based, or a new Class) and expands upon the basic Alchemical and Herbal compounds. Having various herbal remedies for mundane aches and pains such as head or stomach ache, as well as the ubiquitis "Healing Salve" and various low end alchemical items (gawd knows we have more than enough ways to up the power scale). Collating a bunch of the OGC material already out there would make the book that much more valuable. I believe that there is a need for this, especially with all the "low magic" and grimmer gaming campaigns being started up. While a couple of feats for the dedicated Expert, and possibly a PrC or two (the Herbalist and Alchemist come to mind of course, even 5 levels would be great), even a few spells and magic items to spice things up would all be great, this should primarily remain a low magic resource IMO.

Hope I don't come accross too badly, just stating what I (and I think a few others might) would like :heh:

Xyth
 

Xythlord said:
Having various herbal remedies for mundane aches and pains such as head or stomach ache, as well as the ubiquitis "Healing Salve" and various low end alchemical items (gawd knows we have more than enough ways to up the power scale).
Read the Heal Skill. If Caltrop damage which causes an actual combat disadvantage is only a DC 15 is fix. Headache, stomach ache, nausea, dizziness, etc poultaces and brews would have Heal DCs in the 5 - 10 range. Hardly interesting or heroic material after 1st level. While I could see a long treatise on such material going into the herb picking, selection, when to harvest, how to harvest, storage, etc, etc, etc, ultimately, it would come down to a Heal check with a DC in the 5 - 10 range to see if you can relieve the Kings pain from a charley horse.

Perhaps you should look into Bastion's Alchemy and Herbalists book. Not a PDF, but it does cover this subject.
 

Alchemy and Herbalists is just so chock full of stuff I keep finding new things. That said it does have the problem Xythlord is talking about. Lots of new feats and new classes. The feats have incredible requirements, and the classes take a lot of time collecting these feats. If there were half as many feats, and the basic feats didn't have requirements like skill focus and X ranks in Y skill then the book would probably suit better.

To go back on topic I would love to find a pdf about political play. Things that expand upon the idea of leadership, and or properly discuss castles of different architecture and cultures translated into d20 terms.
 

The creation feats in A&H are optional for everything under alchana. In other words alchana perfect materials and greater alchana are required for the substances and items that have them as a prereq. All other alchemy creation feats are just +3 skill focus like feats.

As for a supplement, I am currently writing one that expands upon the "subtypes" (like linements and oils under unguents) and examples plus some other stuff. Whether or not it gets accepted will be seen (it is not for Bastion).
 

DMH said:
The creation feats in A&H are optional for everything under alchana. In other words alchana perfect materials and greater alchana are required for the substances and items that have them as a prereq. All other alchemy creation feats are just +3 skill focus like feats.

As for a supplement, I am currently writing one that expands upon the "subtypes" (like linements and oils under unguents) and examples plus some other stuff. Whether or not it gets accepted will be seen (it is not for Bastion).
Really? The hardcopy I have is very confusing on the subject and has items with prerequisites such as craft chymicals and create chymicals. The feat descriptions themselves even refer to allowing you to create certain types of substances. Where can I find a definitive list of the feats (alchemical & herbal) that are actually necessary to create substances?
 

Remove ads

Top