| Post/Author/DateTime | Post |
|---|---|
| SmurfODeth06-26-06, 07:23 PM | Thanks to those who chewed the fat with me over this class. I've moved it to the classes board now (mostly because I can't post images on this one) and the new thread can be found at http://boards1.wizards.com/showthread.php?p=9532869#post9532869. |
| Daijaga06-26-06, 09:35 PM | First off kudos: Nice ground up design. Obviulsly you put a lot of thought into it. The power levels of all the alchemy recepies seem well balanced and I like the progression from level to level. I also like the idea of side effects and might even like to see that expanded on some, possibly with some positive or non-game influencing effects (polka dots, seeing strange illusions, speaking in abnother language, etc) I also really liked the Remix ability,seems to make perfect sense for the class. Now the critque: When breifly read over the class, and the Trapfinding immediatly sticks out as out of place and I would rethink the idea behing adding it a class that is one of the sole dabbelers of the arcane in a low magic world. Thats not to undermine the idea behind Disable Device as a class skill, as I imagine an alchemist would have certain mechanical knowledge, but finding traps automatically seems like too big of a bite. I would also suggest rethinking Alchemist's Knowledge. I know as one of the few magic oreinted classes in your setting, they have special knowledge, but I would think the identifiying of an item by class feature knowledge is a bit much. I would instead suggest adding an identifying oil (unless there was one on the list I missed); and/or expanding the knowledge (aranca) skill to allow for this kind of check (as, once again, knowledge of anything arcana would be very specialized and perhaps anyone with that level of knowledge would be able to identify an item as magical) and giving the Alchemist a class bonus on that skill, either a +2 one shot bonus, or a bonus that rises in level with the Alchemist 3, +1, 7 +2, 12 +3, 18 +4; something like that. Also I was goign to comment on the use of a Craft resereve AND the abiliy to eschew alchemetical herbs from the enviroment, but if your feel your players won't become stinking filthy rich anytime soon, I can trust your judgement as a DM as to how the players get their materials. Im finalizing a class in the same vein as this called an 'Astrologer', so you have to critque mine! ^_^ |
| RobertJ06-26-06, 09:51 PM | Looks like a pretty interesting class. I run a low magic campaign so I'm interested in stuff like this -- Some of it is out of the scope of what I'd consider acceptable in my world, but there's a good base to build stuff off of for customization. One minor critique that sticks out to me -- I think you ought to use a D20 when determining side effects, and higher should always be better for the roller. |
| SmurfODeth06-27-06, 12:00 AM | Actually, I like the idea of an oil that can detect magic, I think I'll add that in place of the Alchemist Knowledge ability. As far as the drawbacks to potions go, I understand the criticism of not using the standard d20 method for determining success/failure, yet at the same time I'm not certain that a mechanic like that wouldn't complicate things more than I want. One possible redux of the table would be to use a Fortitude save with varying degrees of failure, I suppose. The trapfinding is a bit of a holdover from the class's roots in the artificer. I definitely want the class to be able to disable traps...maybe a limited form of trapfinding, or trap disarming, I suppose, that lets the alchemist disable traps but not find them. Then maybe an oil that, when applied, reveals if a door, chest, or 10 suare foot section of wall/floor/ceiling is trapped? And, the more I think about it, the more I think I want to redo how the foraged raw material points interact with brewing potions...I think I have an idea. Okay, all the above should be fixed now (hopefully). Thanks for taking the time to read this excessively long post. |
| SmurfODeth06-29-06, 12:53 PM | Shameless bump for the rewrite. Sue me. |
| AaronDireBear06-29-06, 02:37 PM | Why am I hearing Porno Graffitti in my head? Come on Alchemy? Using science in a dnd game? It just strikes me as being a little silly. |
| Roman_at_Heart06-29-06, 03:23 PM | Why am I hearing Porno Graffitti in my head? Come on Alchemy? Using science in a dnd game? It just strikes me as being a little silly. Alchemy was a precursor to science, as much a mystical tradition as an academic one. Besides, it’s already in D&D. Craft (Alchemy) anyone? |
| SmurfODeth06-29-06, 04:33 PM | Counter-productive wise-assery aside, the intent of this class is to provide an alternative to spellcasting for lower-magic worlds, which by their very nature are house-ruled, which is why I've posted the class here instead of the class forum. |
| Shedeo07-01-06, 02:26 PM | Science in DnD silly!? Horrendous! All jesting aside, in my own setting magic is rare and is as much about scientific exploration as it is about weaving the arcane arts. In fact, the easiest PrCs (in my setting) to get into are the ones that are most based on intelligence "casting." However, they dont actually cast their own spells. They merely use abilities like the Warlocks do. Then again, the setting does somewhat resemble that of, perhaps, a final fantasy game or Full Metal Alchemist, though it incorporates a lot of different things from different places that seemed to inspire me. Anyways, onto more purposeful babble. Is this a good replacement to normal spellcasting in less magic-prevelant worlds? Indeed! Its well balanced I think (more so than the standard casters, anyway) and otherwise lends itself well to a low-magic world (especially one set in more traditional times, or changing times.) In short, it works well. |