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Healing Herbs
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<blockquote data-quote="N'raac" data-source="post: 6266884" data-attributes="member: 6681948"><p>Which makes sense. So how often would one expect to see a character make these if he can't succeed on a Take 10? If you can reliably hit 20, make d4 cures. If you can reliably hit 25...make 2 doses - 2d4 is better than 1d6 anyway.</p><p></p><p>Ability damage? If it's a 50/50 chance of that chart, I'd rather just rest, thanks. Those high rolls will come up often enough that it's simply not worth the risk.</p><p></p><p>So what kinds of bonuses can we expect? 5 ranks in four synergestic skills is +8, I should have +3 at least as an ability modifier, so +5 in the main skill is +16. Tack on the possibilities of higher attributes, a higher base skill, Aid Another and even Feats to enhance my potential success, and +25 (Take 10 to cure ability drain) isn't all that tough to attain, actually, if someone wants to focus on this. Seems much cheaper than potions, scrolls and wands.</p><p></p><p>One issue I don't see addressed is how long they can be kept. If they must be used immediately ("Drink this tea before it cools"), then it's a minor boost at best. If they can be preserved more or less indefinitely, like a potion, then we will have a walking herbal pharmacy.</p><p></p><p>Will Detect Poison detect a tainted cure so you can avoid using it? If not, why not? If so, the ill effects chart will see even less use. hmmm...what if a failed roll provided an ill effect but also the primary effect (eg. it still cures 1d6 damage, but it will also leave the imbiber drowsy, or nauseous, or what have you, for an extended period, whether with or without a save)? So these herbs will cure that Ability Drain, but the drinker will also sleep for 16 hours afterwards, or he will be delusional, or what have you? </p><p></p><p>Just thinking off the cuff, rather than "fail by x and roll d%", why not a chart that goes to, say, 30 and you roll d20 (or even d10) and add the amount you failed by.</p></blockquote><p></p>
[QUOTE="N'raac, post: 6266884, member: 6681948"] Which makes sense. So how often would one expect to see a character make these if he can't succeed on a Take 10? If you can reliably hit 20, make d4 cures. If you can reliably hit 25...make 2 doses - 2d4 is better than 1d6 anyway. Ability damage? If it's a 50/50 chance of that chart, I'd rather just rest, thanks. Those high rolls will come up often enough that it's simply not worth the risk. So what kinds of bonuses can we expect? 5 ranks in four synergestic skills is +8, I should have +3 at least as an ability modifier, so +5 in the main skill is +16. Tack on the possibilities of higher attributes, a higher base skill, Aid Another and even Feats to enhance my potential success, and +25 (Take 10 to cure ability drain) isn't all that tough to attain, actually, if someone wants to focus on this. Seems much cheaper than potions, scrolls and wands. One issue I don't see addressed is how long they can be kept. If they must be used immediately ("Drink this tea before it cools"), then it's a minor boost at best. If they can be preserved more or less indefinitely, like a potion, then we will have a walking herbal pharmacy. Will Detect Poison detect a tainted cure so you can avoid using it? If not, why not? If so, the ill effects chart will see even less use. hmmm...what if a failed roll provided an ill effect but also the primary effect (eg. it still cures 1d6 damage, but it will also leave the imbiber drowsy, or nauseous, or what have you, for an extended period, whether with or without a save)? So these herbs will cure that Ability Drain, but the drinker will also sleep for 16 hours afterwards, or he will be delusional, or what have you? Just thinking off the cuff, rather than "fail by x and roll d%", why not a chart that goes to, say, 30 and you roll d20 (or even d10) and add the amount you failed by. [/QUOTE]
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