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<blockquote data-quote="Baron Opal" data-source="post: 4677111" data-attributes="member: 10433"><p>I was designing a natural philosopher class for my game although it never got off the ground. Designers have often classed alchemy as a subset of wizardry, astrology as a subset of divine power and simply made thematically appropriate spells for the two classes. For my class I wanted a discrete set of abilities that were definatly not spells. The theme of the natural philosopher was the manipulation of the natural world, it's resources and laws, to the benefit of manipulator.</p><p></p><p>One of my main inspirations was from Ars Magica. The rules for natural philosophy in the Mysteries book (4th ed?) had the philosopher use a lot of equipment and time to produce effects. Far longer than any wizard, but the use of philosophy had the "weight of the world" behind it. It was very difficult to magically dispel since it had far more than the philosopher's will maintaining the effect.</p><p></p><p>At minimum, alchemy and astrology would be the backbone for the class. Given some of the advanced things that I wanted to do and the setting I have, clockworks are also involved. One of the things I thought of as I was daydreaming the class was the movie the Dark Crystal. Both the skekTek the Scientist’s lab and Aughra’s Observatory should be possible outcomes of the path of natural philosophy.</p><p></p><p>Source Material</p><p></p><p><u>The Compleat Alchemist,</u> by Bard Games</p><p><u>Occult Lore</u>, by Atlas Games</p><p><u>The Mideval Player’s Handbook</u>, by Green Ronin</p><p><u>Eberron Campaign Setting</u>, by Wizards of the Coast</p><p><u>Steam and Steel</u>, by Christopher Allen</p><p><u>Mechamancy I & II</u>, by Robert Sullivan</p><p></p><p>The skeleton of the class is from the Complete Alchemist. In this volume you have a class according to first edition rules (sorta) that shows development of basic alchemical materials, devices, magical distillations, grand devices and finally homonunculi. Occult Lore has chapers, and even whole classes sometimes, on alchemy, astrology, geomancy and other. From the Mideval Players Handbook come more information of alchemy and some astrology. Eberron has the artificer, naturally. While their abilities are spell based, mechanically, they have the concept of the artificer’s reserve which becomes important later. The pdfs inform the device aspect of natural philosophy. Now that I think of it, the Iron Kingdoms setting has rather mechanistic view of magic as well. It’s overly complicated, in my opinion, but it would be exceptional for idea mining.</p><p></p><p>The big problem with the class as I was envisioning it was that it was equipment centered. Regardless of the magic item assumptions inherent in the system, other character classes are about what they can do, not what they have. An alchemist, or philosopher, class is dependant on the stuff they make, which in turn is dependant on the amount of wealth in the campaign. In a wealth poor campaign this concept will be underpowered. Too much disposable income and it will dominate. I was thinking of using the artificer’s xp credit as a gauge of items that they always had or could keep stable through sheer will, but I never nailed it down.</p></blockquote><p></p>
[QUOTE="Baron Opal, post: 4677111, member: 10433"] I was designing a natural philosopher class for my game although it never got off the ground. Designers have often classed alchemy as a subset of wizardry, astrology as a subset of divine power and simply made thematically appropriate spells for the two classes. For my class I wanted a discrete set of abilities that were definatly not spells. The theme of the natural philosopher was the manipulation of the natural world, it's resources and laws, to the benefit of manipulator. One of my main inspirations was from Ars Magica. The rules for natural philosophy in the Mysteries book (4th ed?) had the philosopher use a lot of equipment and time to produce effects. Far longer than any wizard, but the use of philosophy had the "weight of the world" behind it. It was very difficult to magically dispel since it had far more than the philosopher's will maintaining the effect. At minimum, alchemy and astrology would be the backbone for the class. Given some of the advanced things that I wanted to do and the setting I have, clockworks are also involved. One of the things I thought of as I was daydreaming the class was the movie the Dark Crystal. Both the skekTek the Scientist’s lab and Aughra’s Observatory should be possible outcomes of the path of natural philosophy. Source Material [U]The Compleat Alchemist,[/U] by Bard Games [U]Occult Lore[/U], by Atlas Games [U]The Mideval Player’s Handbook[/U], by Green Ronin [U]Eberron Campaign Setting[/U], by Wizards of the Coast [U]Steam and Steel[/U], by Christopher Allen [U]Mechamancy I & II[/U], by Robert Sullivan The skeleton of the class is from the Complete Alchemist. In this volume you have a class according to first edition rules (sorta) that shows development of basic alchemical materials, devices, magical distillations, grand devices and finally homonunculi. Occult Lore has chapers, and even whole classes sometimes, on alchemy, astrology, geomancy and other. From the Mideval Players Handbook come more information of alchemy and some astrology. Eberron has the artificer, naturally. While their abilities are spell based, mechanically, they have the concept of the artificer’s reserve which becomes important later. The pdfs inform the device aspect of natural philosophy. Now that I think of it, the Iron Kingdoms setting has rather mechanistic view of magic as well. It’s overly complicated, in my opinion, but it would be exceptional for idea mining. The big problem with the class as I was envisioning it was that it was equipment centered. Regardless of the magic item assumptions inherent in the system, other character classes are about what they can do, not what they have. An alchemist, or philosopher, class is dependant on the stuff they make, which in turn is dependant on the amount of wealth in the campaign. In a wealth poor campaign this concept will be underpowered. Too much disposable income and it will dominate. I was thinking of using the artificer’s xp credit as a gauge of items that they always had or could keep stable through sheer will, but I never nailed it down. [/QUOTE]
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