Sunday, June 16, 2013

Let's Review: Alchemy vs Magic

Alchemy in Dungeons and Dragons seems rather underplayed, mostly reserved for low-level groups, or ones without a caster. Even when expanding to some of the stranger books, there aren't many alchemical items that pack the same punch that magic can.

Looking at how it is presented in the core book, it seems that alchemy is nothing more than some basic chemistry. Now I know there are some people that say, "I don't want science in my fantasy!" and I respect that opinion, but as someone that appreciates science, it saddens me. Today, I thought we could talk about how a couple of other systems tackle this delicate topic.

L.A.R.P.

Instead of listing all the L.A.R.P.s I have had the *ahem* pleasure of playing, I will just be referring to L1.**


A national L.A.R.P., L1 has a long, and difficult, history. In this setting, Alchemy is a quasi-magical substance, walking the line between Chemical and Mystical. Split into three branches, Alchemy can be either a liquid, item coating, or a gas. It mostly consists of various poisons, only a couple of healing effects, and a couple of mind-altering substances. Each recipe can take more than one form, allowing a hallucinogen to become either a delicate gas filled bobble or a poison to slip into someone's drink. Not all recipes can take all forms, no one wants to accidentally let loose death inducing gas, allowing some balance inside the skill-set.

Unfortunately, L1's alchemical healing leaves much to be desired. It only offers a very minor healing, comparable to Cure Minor Wounds in 3.5 DnD, and a buff that acts as anti-toxin to any non-friendly alchemy. The effects provided by the poisons are also underwhelming, often more of a nuance. Making someone incapable of combat for a short time can be useful, but only if the aggressor takes off advantage of the victim's status. There is a damage dealing poison, but woefully weak, mirroring Cause Minor Wounds from 3.5 DnD. Only the Death Poison holds a torch to magic, but must be a liquid that is either slipped into a drink or force fed, rendering it obsolete compared to a mage that can throw fireballs all day long. Meanwhile, the mind-altering effects boarders on the magical. Allowing temporary, and sometimes complete, mind control or wiping someone's short term memory clean. Most chapters have an in-game law banning the use of such powerful alchemy.

L1's Magic on the other hand renders Alchemy obsolete. A starter mage can easily outshine or replicate most of Alchemy's effects. In fact Mind Control/Memory Wipe are the only effects exclusive to Alchemy. While, yes, Alchemy can be created by one person, and then used by the fighter with no schooling, the point seems to be rendered mute by ever group having at least two healing/support mages.

** - Please excuse me for not including the full name of the L.A.R.P., as I personally have not had the best experiences. I do not wish to dissuade strangers on the Internet from trying the L.A.R.P., as it may be a better fit for them. 

Savage Worlds!
Depending on the setting, Alchemy is on equal fitting with Magic. Instead of having each skill having their own select spells and abilities, instead Alchemy/Magic is how your desired effect comes about. You want your character to mutter incantations from a spellbook? Take the Magic Background. Want them to be a mad scientist preforming experiments with the spare parts of enemies after battle, go the way of Alchemy. Savage Worlds also have several other skills, all reaching the same conclusion. Honestly, Savage Worlds seems to handle the dispute to my liking, having each skill balanced between each other.

Conclusion:
It all depends on play style. That's why there are all sorts of different game with varying systems. I personally prefer equal balance between all, or at least most, of a Game's systems, but that is just me.

Please, if any of you have any thoughts on the matter, share them! Do you know of a Game that has a unique spin on Alchemy vs Magic? Then tell us! There is no reason to be shy.

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