Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Erbalism and healing ideas
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="gpetruc" data-source="post: 29566" data-attributes="member: 2255"><p>In the 2nd edition of D&D there was the superb Shaun Hately's guide of herbs for RPG that provided some rules for handling herbalism and the use of herbs for healing.</p><p>I don't know if it has been ported to 3ed D&D; anyway I am interested in giving more importance to the herbalism-related skills (also to have a non clerical healing, even if weaker)</p><p>The relevant skills are, IHMO:</p><p>Knowledge (Nature) (int): to know plants, their medical uses and preparations</p><p>Profession (Herbalist) (wis): actually the only thing it does is a +2 sinergy bonus to Heal; </p><p>Alchemy (int): the skill used to prepare potions, anti toxins and similar things.</p><p></p><p>The main problem is what skills It's better to use for what and when ?</p><p>In Shaun's guide a character knew a number of herbes equals to his three times his intelligence multiplied by the number of times he took the herbalism NWP; to correctly prepare an herb a Int check was required with a penality dependant on how complicated it was to prepare the herb.</p><p></p><p>In my opinion in 3rd edition it could be converted as:</p><p>- To correctly know the use and preparation of an herb you need a Knowledge (Nature) check against a DC that varies from herb to herb. You can't retry, but after you succeeded a check you don't need any more checks for the same plant. When you take a new rank in herbalism you can retry to learn about the herbes you didn't know (the idea is that the character looks in some book or asks about "that strange plant with blue flowers I found on that hill and that I couldn't recognize" ...) but for a maximum of 5+int modif herbs. Otherwise a character might try to identify lots of herbes in order to have lots of chances to learn about them at every level up, while this seems silly: when you take one single rank you can't immediatly learn about two dozen herbs you have seen in your travelling.</p><p>- When you correctly identify a plant you need to prepare it in order to heal a character. This may require a Profession (herbalist) check, if it involves medical skills (Heal is also based on wis), or an Alchemy check if it requires difficult brewing and treating techniques. </p><p>- Druids with Nature Sense can identify a plant but they still need a Knowledge check to find out the correct preparation of the plant. anyway they have a +2 circumstance modifier to the check.</p><p>- Sinergy bonuses could work like this:</p><p>five ranks in Profession (Herbalist) give a +2 bonus to Knowledge (Nature)</p><p>five ranks in Knowledge (Nature) give a +2 bonus to Alchemy checks (only for herbal brews)</p><p>(I'm not sure for these: the only thing I realise is that in the PHB usually if a skill gives a bonus to a second one the second must not give a bonus to the first; also I didn't want only one skill to give bonus to the other two because it would have made that skill more powerfull)</p><p></p><p>Still there are lots of things to fix</p><p>1st) Wilderness lore should be used ?</p><p>2nd) How powerful the herbs should be ? In Shaun's guide an herb that cured 1d8 hp was a good one, it had a cost of about 100 gp and it was difficult to find. Now in the 3rd edition a Potion of Cure Light Wounds costs only 50gp and is quite ordinary, while a 2ed Healing potion, curing almost the same, was much more difficoult to acquire. I think that to have a decent porting of that herbary the herbs should become more powerfull.</p><p>3rd) Are there any balance problems with all this ? Probably I'm giving more power to the druids (but they are not an abused class anyway, so I think it's not that bad) and weakning the clerics (because know also others can heal); anyway I think also this isn't that bad: clerics would be able to use more spells instead of always be casting healing spells, and also maybe a party can survive without a cleric (Actually I think that a party without a cleric or a druid is really in danger in 3rd edition, much more that how it was in the second ed: healing is so common that if you are the only party without it you are in a really bad situation)</p></blockquote><p></p>
[QUOTE="gpetruc, post: 29566, member: 2255"] In the 2nd edition of D&D there was the superb Shaun Hately's guide of herbs for RPG that provided some rules for handling herbalism and the use of herbs for healing. I don't know if it has been ported to 3ed D&D; anyway I am interested in giving more importance to the herbalism-related skills (also to have a non clerical healing, even if weaker) The relevant skills are, IHMO: Knowledge (Nature) (int): to know plants, their medical uses and preparations Profession (Herbalist) (wis): actually the only thing it does is a +2 sinergy bonus to Heal; Alchemy (int): the skill used to prepare potions, anti toxins and similar things. The main problem is what skills It's better to use for what and when ? In Shaun's guide a character knew a number of herbes equals to his three times his intelligence multiplied by the number of times he took the herbalism NWP; to correctly prepare an herb a Int check was required with a penality dependant on how complicated it was to prepare the herb. In my opinion in 3rd edition it could be converted as: - To correctly know the use and preparation of an herb you need a Knowledge (Nature) check against a DC that varies from herb to herb. You can't retry, but after you succeeded a check you don't need any more checks for the same plant. When you take a new rank in herbalism you can retry to learn about the herbes you didn't know (the idea is that the character looks in some book or asks about "that strange plant with blue flowers I found on that hill and that I couldn't recognize" ...) but for a maximum of 5+int modif herbs. Otherwise a character might try to identify lots of herbes in order to have lots of chances to learn about them at every level up, while this seems silly: when you take one single rank you can't immediatly learn about two dozen herbs you have seen in your travelling. - When you correctly identify a plant you need to prepare it in order to heal a character. This may require a Profession (herbalist) check, if it involves medical skills (Heal is also based on wis), or an Alchemy check if it requires difficult brewing and treating techniques. - Druids with Nature Sense can identify a plant but they still need a Knowledge check to find out the correct preparation of the plant. anyway they have a +2 circumstance modifier to the check. - Sinergy bonuses could work like this: five ranks in Profession (Herbalist) give a +2 bonus to Knowledge (Nature) five ranks in Knowledge (Nature) give a +2 bonus to Alchemy checks (only for herbal brews) (I'm not sure for these: the only thing I realise is that in the PHB usually if a skill gives a bonus to a second one the second must not give a bonus to the first; also I didn't want only one skill to give bonus to the other two because it would have made that skill more powerfull) Still there are lots of things to fix 1st) Wilderness lore should be used ? 2nd) How powerful the herbs should be ? In Shaun's guide an herb that cured 1d8 hp was a good one, it had a cost of about 100 gp and it was difficult to find. Now in the 3rd edition a Potion of Cure Light Wounds costs only 50gp and is quite ordinary, while a 2ed Healing potion, curing almost the same, was much more difficoult to acquire. I think that to have a decent porting of that herbary the herbs should become more powerfull. 3rd) Are there any balance problems with all this ? Probably I'm giving more power to the druids (but they are not an abused class anyway, so I think it's not that bad) and weakning the clerics (because know also others can heal); anyway I think also this isn't that bad: clerics would be able to use more spells instead of always be casting healing spells, and also maybe a party can survive without a cleric (Actually I think that a party without a cleric or a druid is really in danger in 3rd edition, much more that how it was in the second ed: healing is so common that if you are the only party without it you are in a really bad situation) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Erbalism and healing ideas
Top