Showing posts with label drug. Show all posts
Showing posts with label drug. Show all posts

Monday, 21 March 2022

Equipment: Living Items

Equipment: Living Items

Complete Scoundrel for D&D 3.5 introduces a new equipment type - living items. This is something akin to the biogadgets from GURPS Bio-Tech. However, if we look into the other books, we may find similar exceptional items in Stormwrack and Magic of Faerun.

Saturday, 18 September 2021

Alchemy/Equipment: Ghostwalk Gear

Alchemy/Equipment: Ghostwalk Gear

Ghostwalk is probably the most obscure setting for D&D 3.0. It has some interesting pieces of gear, alchemical items, and even a drug for ghosts, so let's convert those.

Saturday, 11 September 2021

Equipment/Alchemy: Drugs Revisited

Equipment/Alchemy: Drugs Revisited

I was not content with how drugs work in my Metatronic Alchemy system, so I decided to rewrite them. The cost is now not based on mechanics, but is arbitrary. Also added a drug from my setting, and a drug from Dragon Magazine.

Wednesday, 9 May 2018

Alchemy: Vile Drugs

Alchemy: Vile Drugs

The last thing from Book of Vile Darkness for D&D 3.0 I want to touch for now is its drugs section. Just like there is a lack of fantasy diseases in GURPS, there is also a lack of fantasy drugs, so this is a good chance to convert some to fill the emptiness. As usual, all rules for Addiction (p. B122) and Drugs (p. B440) apply, including multiple doses, overdose, and withdrawal. Have to say that the drugs ended up being costly even when you reduce the usual HT-4 roll to resist to HT. I'd allow reducing daily consumption to weekly consumption in this case.