Alchemy instead of magic
Alchemy instead of magic
I've wanted to run a campaign devoid of traditional magic, and replace it with alchemy. Any ideas on how to make this work? I'm kind of at a loss. The easy way out would be to use the spell caster classes as written and inform the players that instead of meditating each morning they are out foraging for components. However, I don't want to just reskin magic to look different, i'd really like the alchemists to feel like they're doing something different. Any advice would be appreciated.
Re: Alchemy instead of magic
First, research what alchemy REALLY was. Then, decide what powers (spells) you want available and decide what the alchemy procedures for each is.jdizzy001 wrote: However, I don't want to just reskin magic to look different, i'd really like the alchemists to feel like they're doing something different. Any advice would be appreciated.
Re: Alchemy instead of magic
I would use the old "Compleat Alchemist" from I think it was Bard Games.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Re: Alchemy instead of magic
I think that the cook at the Skeptical Chymist (a pub/restaurant near me) uses a cook book titled that.Treebore wrote:I would use the old "Compleat Alchemist" from I think it was Bard Games.
-
lobocastle
- Red Cap
- Posts: 272
- Joined: Fri Jun 26, 2009 7:00 am
Re: Alchemy instead of magic
Jdizzy001,
I would recommend Amazing Adventures because it has a Gadgeteer Class, which makes magic or high tech gadgets and a Mentalist Class, which uses the SEIGE system for psionics. Also the Rune Mark in C&C Rune Lore; its magic but based on Runes using the SEIGE system.
JLL
I would recommend Amazing Adventures because it has a Gadgeteer Class, which makes magic or high tech gadgets and a Mentalist Class, which uses the SEIGE system for psionics. Also the Rune Mark in C&C Rune Lore; its magic but based on Runes using the SEIGE system.
JLL
- Fiffergrund
- Lore Drake
- Posts: 1082
- Joined: Thu Mar 30, 2006 8:00 am
- Location: Toronto, Ontario
Re: Alchemy instead of magic
Grab an older novel called "Master of the Five Magics" by Lyndon Hardy, if you can find a copy. There's an interesting take on alchemy therein.
The characteristics of the items going in determine what comes out, and success is in repetition and percentages.
So, if you know that a diamond has a certain quality, and you want to make a potion that provides hardness to weapons, you would need to gather the components, then attempt the recipe, say, 10 times. 5 of those attempts make it to the next stage of the recipe. Then you take the next component and attempt the next. 2 make it through that. Finally, the last stage may or may not produce a result.
Cheap recipes and components produce higher rates of failure, requiring brute force repetition to generate even the simplest of effects.
The most rare, cherished, and expensive recipes use the best components, and have a rate of success approaching 50%.
In the end, this is a tough thing to put into a game mechanic, but it might give you a few ideas. Identify a few effects that can be potion-ized, put into a salve or oil, or even a powder. These are carried on adventures.
Between adventures (or maybe during a crisis mid-adventure), the stock must be replenished. If the character has good recipes, then this is easier, though components are possibly more expensive.
I'm just spitballing this, so I haven't thought a lot of it through. It might give you some ideas.
The characteristics of the items going in determine what comes out, and success is in repetition and percentages.
So, if you know that a diamond has a certain quality, and you want to make a potion that provides hardness to weapons, you would need to gather the components, then attempt the recipe, say, 10 times. 5 of those attempts make it to the next stage of the recipe. Then you take the next component and attempt the next. 2 make it through that. Finally, the last stage may or may not produce a result.
Cheap recipes and components produce higher rates of failure, requiring brute force repetition to generate even the simplest of effects.
The most rare, cherished, and expensive recipes use the best components, and have a rate of success approaching 50%.
In the end, this is a tough thing to put into a game mechanic, but it might give you a few ideas. Identify a few effects that can be potion-ized, put into a salve or oil, or even a powder. These are carried on adventures.
Between adventures (or maybe during a crisis mid-adventure), the stock must be replenished. If the character has good recipes, then this is easier, though components are possibly more expensive.
I'm just spitballing this, so I haven't thought a lot of it through. It might give you some ideas.
Marshal Fiffergrund, Knight-Errant of the Castle and Crusade Society
Re: Alchemy instead of magic
This is the little book I mentioned, it would take some work revising it to your tastes, but I think its a solid base line to work from, plus it was written for 1E D&D.
http://www.amazon.com/The-Compleat-Alch ... 096107700X
http://www.amazon.com/The-Compleat-Alch ... 096107700X
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
