tag:blogger.com,1999:blog-1646163054327608765.post5140280653673202592..comments2023-10-30T09:58:01.179-04:00Comments on Tankards & Broadswords: Collecting Spores, Molds, and FungusJack Badelairehttp://www.blogger.com/profile/10932441028544500024noreply@blogger.comBlogger11125tag:blogger.com,1999:blog-1646163054327608765.post-37190008316848342512009-02-18T22:14:00.000-05:002009-02-18T22:14:00.000-05:00Bard Games' The Compleat Alchemist is what springs...Bard Games' <I>The Compleat Alchemist</I> is what springs to mind for me. It's regularly available on eBay around original cover price.Scotthttps://www.blogger.com/profile/00155926145150934199noreply@blogger.comtag:blogger.com,1999:blog-1646163054327608765.post-44065305228153164622009-01-16T11:47:00.000-05:002009-01-16T11:47:00.000-05:00Fourth Ed's Ritual and Alchemy (from adventurer's ...Fourth Ed's Ritual and Alchemy (from adventurer's vault) systems attempted to make a working TT alchemy system. By simplifying components down to four (five?) classes it becomes much more manageable. <BR/><BR/>Unfortunately my players don't like the Ritual System, and the Alchemy system is poorly implemented (as is much of the Adventurer's Vault.)BlUsKrEEmhttps://www.blogger.com/profile/05050270487818381832noreply@blogger.comtag:blogger.com,1999:blog-1646163054327608765.post-7182728721238872382009-01-12T18:37:00.000-05:002009-01-12T18:37:00.000-05:00Qin: The Warring States has Outer Alchemy (or inne...Qin: The Warring States has Outer Alchemy (or inner... I always get the two mixed up) which is basically a school of magic dedicated to creating potions. It has a pretty good selection of options but I'm yet to look into it in much detail.Chris McDowallhttps://www.blogger.com/profile/11717684225248546716noreply@blogger.comtag:blogger.com,1999:blog-1646163054327608765.post-55967169934502307462009-01-12T18:34:00.000-05:002009-01-12T18:34:00.000-05:00I tend to think of potions in my game as all magic...I tend to think of potions in my game as all magic, without thinking too much on the herbs and spices in it. Sure, I guess there are some in there...<BR/><BR/>I've had a lot of rangers, druids, and various herbalists in my games, and I always had to wing it with the uses of natural herbs. When I have a room of magic plantlife in a dungeon, like a mushroom chamber I had players in recently, I just give all the shrooms various magic properties, and just say "Oh yeah, there's also a non-magic kind that is good to eat, and another that helps cure pimples when rubbed on skin."Kevin Machttps://www.blogger.com/profile/14122665488285424578noreply@blogger.comtag:blogger.com,1999:blog-1646163054327608765.post-61055153936906944562009-01-12T16:44:00.000-05:002009-01-12T16:44:00.000-05:00I'm a big fan of the Alchemy system in Oblivion, b...I'm a big fan of the Alchemy system in Oblivion, but largely because of the ability of the computer to keep track of everything. In a tabletop game, that same system would be incredibly cumbersome.<BR/><BR/>Unfortunately, it is somewhat difficult to abstract an alchemy system of this sort without robbing it of a lot of its flavor.Stuarthttps://www.blogger.com/profile/06319443832578685630noreply@blogger.comtag:blogger.com,1999:blog-1646163054327608765.post-26108342960791015832009-01-12T16:41:00.000-05:002009-01-12T16:41:00.000-05:00I know GURPS Magic has rules for alchemy and a big...I know GURPS Magic has rules for alchemy and a big list of various formulae and how to concoct them into potions, powders, pastilles, etc. But, with only a few exceptions, precise ingredients are glossed over in favor of a straight monetary cost.<BR/><BR/>A search for "alchemy" on the Pen & Paper Database turned up these results:<BR/><BR/>Books:<BR/><BR/>Alchemy & Herbalists (d20 System (generic))<BR/>Mineral Alchemy (d20 System (generic))<BR/><BR/><BR/>Magazine Articles:<BR/><BR/>"Alchemy Begins in the Forest" in Dragon #301<BR/>"Alchemy Rules for RuneQuest" in Tradetalk #6<BR/>"Better Living Through Alchemy" in Dragon #280<BR/>"Extended Alchemy" in EN World Player's Journal #1<BR/>"Fires of Alchemy, The" in Dragon #334David Larkinshttps://www.blogger.com/profile/04133630988557116729noreply@blogger.comtag:blogger.com,1999:blog-1646163054327608765.post-27464190924421914682009-01-12T15:03:00.000-05:002009-01-12T15:03:00.000-05:00Ok, apparently it cut off my first word in the pre...Ok, apparently it cut off my first word in the previous comment: that should read "D6 Fantasy does not have..." SorryAnonymousnoreply@blogger.comtag:blogger.com,1999:blog-1646163054327608765.post-78244493852142770432009-01-12T15:02:00.000-05:002009-01-12T15:02:00.000-05:00Fantasy does not have such a system inherent but t...Fantasy does not have such a system inherent but the rules are open enough to additions that I can, and am, creating it. Each time I create a new monster, I'm including "economic" uses of various bits. In addition, I'm creating, slowly, potion recipes that can use these bits. Then adding both to my personalized treasure tables.<BR/><BR/>http://projectvaliant.wordpress.com/category/monsters/<BR/><BR/>http://projectvaliant.wordpress.com/2009/01/01/tincture-of-junipur/<BR/><BR/>Like many, I think this is an extremely overlooked possibility. So I'm opening the option up for players - but leaving it up to them to choose to be involved or not as suits their style.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-1646163054327608765.post-28276856288673427522009-01-12T14:45:00.000-05:002009-01-12T14:45:00.000-05:00Volo's Guide to All Things Magical (2E FR)had a wh...Volo's Guide to All Things Magical (2E FR)had a whole chapter on the alchemical uses of plants, organs and gemstones. <BR/><BR/>Ars Magica made it an integral part of magical casting. Rare objects from herbs on up to dragon hearts could be harvested for their inherent <I>vis</I>.Chrishttps://www.blogger.com/profile/04072272223837426211noreply@blogger.comtag:blogger.com,1999:blog-1646163054327608765.post-17970798981663643382009-01-12T14:32:00.000-05:002009-01-12T14:32:00.000-05:00I'm pretty sure I've seen, somewhere and at some p...I'm pretty sure I've seen, somewhere and at some point, articles around herbs - probably a small list of magical or rare plants and in game effects for their use. There's probably also something out there as extra rules for rangers, druids, clerics, and mages - perhaps something late 2E in one of the Complete guides?<BR/><BR/>And I agree with you on the whole potion thing - it makes more sense that potions are "magical" not because someone zapped some colored liquid with a spell, but because they are Alchemically brewed up with certain special rituals and ingredients.Jack Badelairehttps://www.blogger.com/profile/10932441028544500024noreply@blogger.comtag:blogger.com,1999:blog-1646163054327608765.post-58652603355979414762009-01-12T13:58:00.000-05:002009-01-12T13:58:00.000-05:00I think something as "optional" versus a...I think something as "optional" versus a core mechanic would be interesting. If a mage or cleric wanted to be an alchemist, it would be nice to have the option. It would also make for a nice NPC. <BR/><BR/>Actually, in my games, most often the healing and "common" potions are more about alchemy than magic, at least in my head. I've not gotten into it far enough to go further, but when people find healing potions and the like in monster's lairs, it's not always going to be a human brew that heals someone (an example is the "draught" that Merry/Pippen were given by the orcs as they were kidnapped and taken to Isengard.)<BR/><BR/>I'm really surprised that in the 30odd years of various D&D magazines nothing has been published for that kind of thing.Michael S/Chgowizhttps://www.blogger.com/profile/02052820400496340137noreply@blogger.com