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Old 08-26-2012, 09:39 AM   #1
Raekai
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Default Dungeon Fantasy Alchemy (Oh, and a DR question, too)

As far as I can tell in the Dungeon Fantasy books, it doesn't actually show the cost/time for making the alchemical items. The potions, acid, alkahest, etc. and whatnot. If anyone has homebrew rules for these, I would be happy to snatch them up for my upcoming campaign. Or if they're simply out there and I'm just that blind, please help a brother out.

Thanks. :)

EDIT:
Does anyone have an idea of how to model absorptive DR with lower DR but a larger battery?
EDIT:
Scratch that last part again.

Last edited by Raekai; 08-26-2012 at 10:28 AM.
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Old 08-26-2012, 09:52 AM   #2
Turhan's Bey Company
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Default Re: Dungeon Fantasy Alchemy

Quote:
Originally Posted by Raekai View Post
As far as I can tell in the Dungeon Fantasy books, it doesn't actually show the cost/time for making the alchemical items.
It doesn't, because DF actively avoids detailed rules for PCs making stuff. It has its own very light rules for that. If an alchemist wants to start an adventure with some potions he made himself, use the rules in DF2, p. 3. If he wants to whip something up in the field, use the Gizmo/Quick Gadgeteering rules on DF4, p. 4.

ETA: If you are absolutely determined to use more detailed rules, you can start with the ones in GURPS Magic. However, you'll need to come up with materials cost/time required numbers on your own for many potions.
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Last edited by Turhan's Bey Company; 08-26-2012 at 09:55 AM.
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Old 08-26-2012, 09:52 AM   #3
mlangsdorf
 
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Default Re: Dungeon Fantasy Alchemy

An alchemist can brew as many potions or alchemical items as the GM allows in a single week, buying each of them at 20% discount with a successful skill roll (Dungeons p3, "Getting Stuff Cheap: Brewing").

Delvers shouldn't spend all their time in Town, making and selling potions. That's not Dungeon Delving.
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Old 08-26-2012, 10:18 AM   #4
Raekai
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Default Re: Dungeon Fantasy Alchemy

Quote:
Originally Posted by Turhan's Bey Company View Post
It doesn't, because DF actively avoids detailed rules for PCs making stuff. It has its own very light rules for that. If an alchemist wants to start an adventure with some potions he made himself, use the rules in DF2, p. 3. If he wants to whip something up in the field, use the Gizmo/Quick Gadgeteering rules on DF4, p. 4.

ETA: If you are absolutely determined to use more detailed rules, you can start with the ones in GURPS Magic. However, you'll need to come up with materials cost/time required numbers on your own for many potions.
Well... It's not fully Dungeon Fantasy, but I do like the alchemical concoctions from it. It would just be nice for my alchemy-focused character to be able to whip up certain potions and be able to make a small living between big adventures.

Quote:
Originally Posted by mlangsdorf View Post
An alchemist can brew as many potions or alchemical items as the GM allows in a single week, buying each of them at 20% discount with a successful skill roll (Dungeons p3, "Getting Stuff Cheap: Brewing").

Delvers shouldn't spend all their time in Town, making and selling potions. That's not Dungeon Delving.
Whoa whoa whoa... Where is this? This sounds like a good, easy idea.
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Old 08-26-2012, 11:21 AM   #5
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Default Re: Dungeon Fantasy Alchemy

... I quoted the rule book (Dungeon Fantasy 2: Dungeons), the page number (3), and the section heading and sub-heading. As did Turhan's Bey Company.

That's where the rules for buying potions on the cheap in DF are.
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