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OSR - learning skills?

Started by solomani, October 21, 2023, 03:05:47 AM

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solomani

I have a player who wants to learn how to be an alchemist.  She plays a fighter, but an intelligent one.  I suspect somewhere out there is a rule system for this and wondering if anyone has anything?  She essentially wants to brew potions without paying someone to do it.

I am thinking something like a downtime activity over X months, with a laboratory and someone to train her at a minimum? Maybe some skill checks or gp cost to mark progress?

Thanks.

weirdguy564

Basic Fantasy RPG has this as a supplement.  Two, actually.  And it's Basic Fantasy RPG, so naturally it's all free.

1.  Secondary Skills.  Alchemy is found under Intelligence skills. 
https://basicfantasy.org/downloads/BF-Secondary-Skills-Supplement-r2.pdf

2.  Background skills.  This time you get skills because you used to do this sort of thing growing up or before you became an adventurer. 
https://basicfantasy.org/downloads/BF-Background-Skills-r2.pdf

The background skill set of rules is very bare bones.  I like the Secondary Skill system better, but I included both because technically alchemy is in both PDFs.
I'm glad for you if you like the top selling game of the genre.  Me, I like the road less travelled, and will be the player asking we try a game you've never heard of.

GamerforHire

My first and dominant thought, and I apologize because it is not a direct answer to your question, is that presents a slippery slope toward implementing a skills system that it is antithetical to the more rules-lite paradigm of the OSR (compared to the development of the d20 system paradigm, or games that are inherently based on skills systems).

My suggestion is that whatever you do, it should be done with an eye to any future similar requests, and be part of a coherent system to use for such skills/knowledge areas. Otherwise, you will look up and have a haphazard pseudo-secondary skill, pseudo-straight skills system. I am probably being pedantic and overreacting, but I thought it wise to raise this flag just in case you had not thought the issue through yet.

Lunamancer

If it's me ruling?

You want to start making potions, switch classes to magic-user and gain lots of levels. Brewing potions is part alchemy, part magic, so that's the only real way to do it. MU 7 to be able to do the magic bits, and so can make potions with the assistance of an alchemist. MU 11 to have those alchemy skills.

If you want to just be able to do the alchemy bit, find an alchemist to apprentice under and spend 4 to 7 years of game time. Or a wish might allow you to alter your backstory so that you apprenticed as an alchemist rather than learning whatever secondary skill you started with.
That's my two cents anyway. Carry on, crawler.

Tu ne cede malis sed contra audentior ito.

jhkim

Quote from: GamerforHire on October 21, 2023, 11:37:57 AM
My first and dominant thought, and I apologize because it is not a direct answer to your question, is that presents a slippery slope toward implementing a skills system that it is antithetical to the more rules-lite paradigm of the OSR (compared to the development of the d20 system paradigm, or games that are inherently based on skills systems).

My suggestion is that whatever you do, it should be done with an eye to any future similar requests, and be part of a coherent system to use for such skills/knowledge areas. Otherwise, you will look up and have a haphazard pseudo-secondary skill, pseudo-straight skills system.

I'd agree that the OSR has a different paradigm than skill-based systems like The Fantasy Trip, Basic Roleplaying, or Ghostbusters D6. However, I think those are all still rules-lite systems, and they are certainly simpler than AD&D1, and arguably simpler than the Rules Cyclopedia.

For the OP's question, though, I'd agree that one could go with the "rulings not rules" principle and don't try to make a coherent skill system for all possible skills. I'd partly agree with GamerForHire that it could lead to problems later, but not necessarily so.

solomani

Thanks all. One of the reasons I asked is because I have migrated my group from 5e to OSE Advanced and kind of wanted advice as I didn't want to get caught hurting the game by just making a ruling on the spot. What I listed in my original post is the approach I used for 5e. But I also recall AD&D had skills in Oriental (setting specific) and wasn't there some kind of skill system in UE (though I may be misremembering).

This particular player has always wanted to do things like learning new skills or languages during downtime (last campaign she started as a baker and eventually made magical cookies).

I'll review the basic rules. I do like the idea that this is really a MU type skill and you may need to switch classes.

Trond

This is the sort of thing that is just much easier to handle in Runequest (among old school games, and many others later).

Rod's Duo Narcotics

Quote from: solomani on October 21, 2023, 03:05:47 AM
I have a player who wants to learn how to be an alchemist.  She plays a fighter, but an intelligent one.  I suspect somewhere out there is a rule system for this and wondering if anyone has anything?  She essentially wants to brew potions without paying someone to do it.

I am thinking something like a downtime activity over X months, with a laboratory and someone to train her at a minimum? Maybe some skill checks or gp cost to mark progress?

Thanks.

Adventurer, Conqueror, King has "proficiencies", which are essentially "feats" and skills grouped into lists restricted by class and those available to all - assuming you have and spend the requisite points.  ACKS is coming out with a new edition soon, but at least in the original, Alchemy is a "general" proficiency, meaning anyone can take it.  However, in ACKS, your number of general proficiency slots is directly tied to your INT bonus, making smarter characters who decide to focus on an "off-brand" skillset have a better time of it than ones of lesser intellect.
Ich Dien

hedgehobbit

#8
Quote from: solomani on October 21, 2023, 03:05:47 AM
I have a player who wants to learn how to be an alchemist.  She plays a fighter, but an intelligent one.  I suspect somewhere out there is a rule system for this and wondering if anyone has anything?  She essentially wants to brew potions without paying someone to do it.

I play OD&D and I let all player picks a "sub class" for their character. It can be anything they want, so a fighter could be a Paladin, Barbarian, Ranger, or, as your player wants, an Alchemist. The player get's a bonus to perform an action that is within the general area of their subclass equal to their level. Half their level if it is kinda part of their subclass. But if the action is counter to their subclass it is -4 (such as a Paladin trying to carouse with a bunch of bandits).

The hardest part for DMing an alchemist is to come up with a list of ingredients for the various potions to balance power vs effort. But, as with everything, you only need to start small and have recipes for the most basic potions and gradually let the player find new recipes through play.

I admit that its all loosy goosy, but that's how I roll.

solomani


Exploderwizard

Ok off to potion school you go! Ok that character is now retired. Roll up a new one.
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Ruprecht

I'd have the party get some interest in an alchemy shop. Then the player can get free potions for awhile before plot shows up and burns it down. That or sacrifice the next two or three fighter levels to learning alchemy instead of fighting.
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weirdguy564

This is why I like Palladium Fantasy.  I'm my case I like 1st edition, but 2nd edition isn't different by that much.

All Player Characters get to pick skills at creation, as well as get a few more every few levels, usually every 3rd level,

This let's each player get things like riding exotic animals, cooking, carpentry, and more.

I'm reluctant to recommend that game as Alchemy is very clearly stated to be an NPC class that players can never be.  In this case it's because most magical gear are made by alchemists, not just potions.

One other free game I can recommend is called Pocket Fantasy, in particular the class expansion.  The Druid class gets potion brewing as one of their defining class abilities.  They can make 2 potions per game session.

https://preview.drivethrurpg.com/en/product/283545/pocket-fantasy-rpg-class-compendium-vol-1

But, my guess is sticking to OSE is your plan.  In that case the optional rules I posted from Basic Fantasy is probably still your best bet. 
I'm glad for you if you like the top selling game of the genre.  Me, I like the road less travelled, and will be the player asking we try a game you've never heard of.

Thondor

#13
So . . .
Dragons at Dawn is an attempt by D.H. Boggs to recreate what Dave Arneson was running at the dawn of the game. It has guidelines for Educations - 1d6 specialty skills at character creation, and more can be learned throughout their career. It does require downtime for it.
Here's a relevant quote:
Quote from: Dragons at Dawn
Education almost always occurs between adventures although some exceptions might be made. To develop a new specialty skill or improve an existing one, the character must find a teacher and provide just compensation to them for the lessons they receive. Characters do not automatically gain new skills or knowledge when they gain a level. Players must have their character spend time, in many cases a fairly long time, learning with a teacher, usually away from adventuring.

The things a character can learn are entirely open to the discretion of the Referee, provided they are fairly specific and not the broad categorical learning Sages and other classes possess. For example a Sage may be an expert in agriculture while a non Sage may have an Education bonus in tarn breeding or llama herding. Likewise, a character might learn how to pick pockets or mix a particular low level spell without any of the other abilities of the relevant class. Further, the Education bonus never increases by more than 1 point per study period and can never provide more than a +5 bonus to Attack values, Defense values, Hit Dice, or Saving Throws.
The book is a very interesting read. It's here on lulu.

Furthermore, Champions of ZED (Zero Edition Dungeoneering) is a follow-up publication that sought to synergize the Arneson & Gygax's many early notes. It has an Alchemist class which is essentially a subclass of magic-user. They craft their spells (vials, potions, gels, scrolls) ahead of time, and each has a chance of being a dud. A first level spell is 1 week and 100gp, a second level 2 weeks and 500gp.
The advantage over traditional magic-users is Alchemists can go ahead and make spells that they haven't already "learned" and aren't of appropriate "level" for. The chance of a dud is just a lot higher in these cases. (This is also how they level up -- they have to make something new.)

Not sure if you can still get Champions of ZED anywhere. I got my hardcopy by contacting the author -- way back in 2016.

There is a version of it included in Tonisborg and you can grab a free PDF of those rules (the Players Supplement), but they don't include the Alchemist and I found it less interesting (I miss the quotes and different methods of combat resolution.)



Dracones

One of the ideas I liked from certain loose "story" style games is the concept of fiction first: does what the player want to do make sense from the perspective of the rules of the world? Can fighters even learn alchemy in your world? Can only magic users, clerics or NPCs who don't train in a class do that? Does alchemy require magical casting or do potions only require physical ingredients mixed the correct way? So depending on that, your world may work differently than my world.

But in general I also don't worry about giving PC's too much power. Rule of Cool tends to work well and make games fun. If a ruling doesn't work out you're allowed to change your mind later.