My herbalism products

I really like the idea, but I there are some things that I don't understand.

You are only providing a list of herbal mixes, and a list of generic herb types, but not an actual list of herbs, are you ?

Plants with A+ and A- (for example) should be treated as same (that is, a plant usable to get A or a for a mix) except that they can't be used in the same mix ?

In the mixes, the - sign is used to separate the single components used, and so Adder's Tongue 3I-x means that you need 3 doses of a plant with the I (capital only) code, and one doze of either a X (uppercase) or a x (lowercase) code ?
 

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gpetruc said:
I really like the idea, but I there are some things that I don't understand.

You are only providing a list of herbal mixes, and a list of generic herb types, but not an actual list of herbs, are you ?

Plants with A+ and A- (for example) should be treated as same (that is, a plant usable to get A or a for a mix) except that they can't be used in the same mix ?

In the mixes, the - sign is used to separate the single components used, and so Adder's Tongue 3I-x means that you need 3 doses of a plant with the I (capital only) code, and one doze of either a X (uppercase) or a x (lowercase) code ?

) yep, no herbs actually listed. You could make a list, but in reality is should vary with region, and instead of using a tiny corner a character sheet, would require a sheet or two. I wanted a system that was abstract enough to encourage use without being too (for me) confusing. In play, I name some herbs (the rare, capitalized ones). In actual herb use, dozens of plants, roots, barks, mushrooms, etc. would qualify for each of these categories. I initially started out with herbs for each category, but was quickly overwhelmed by the data. Using modern herbalism as a source, there are just too many of them. You would also need to incorporate a climate and location list to help determine which herbs are found in what location.

2) you got it right. The polarity (+, - and ' ' neutral) was added to prevent easily mass produced herbal products. In practice, I found that without it, it was just too easy.

3) the excel file is actually much easier to read. The - between each ingredient was for ease of reading, so you are again correct. No formula specifies a + or - value.

4) finally - here is some more data on herbs


COMMON USES FOR HERBS - NO PREPARATION REQUIRED
4 sp a A popular medicine for aiding in breaking fevers, this herb has many medicinal uses.
6 sp A Thought by many to have religious significance, this herb is used for both medicine and religious practices.
4 sp B Believed to make unborn children be born stronger and healthier, so is often chewed by expecting mothers.
3 sp d A popular herb for drinkers, when chewed or crushed and mixed with drinks, it reduces the duration and intensity of hangovers.
8 sp N When chewed, it relieves upset stomachs and negates stomach acids. While not with game mechanics, it is a popular medicine.
8 sp S Cloth soaked in a broth made of this herb is used in the treatment of sprains and achy muscles, and as a treatment for arthritis.
6 sp V This herb is typically crushed and smeared over insect bites to reduce swelling and reduce discomfort.
9 sp Y In the hands of a professional dyer, it produces vibrant dyes in high demand.
3 sp y In the hands of a professional dyer, it produces good cloth dyes

DC HERB GATHERING
23 In the wild but within 1 day of town or larger settlement
20 In the wild but within 2-5 days of a town or city, within 1-2 days of a village or thorp
18 In the wild but within 3-5 days of a village or thorp
16 In the wild no closer then 6 days from any settlement
DC increased by 4 if the day is not entirely focused on herbalism (I.e. traveling, tending to the wounded, etc.)
DC is increased by 4 if gathering under poor conditions (rain, in fog, etc.)
DC is increased by 2 if gathering is done in unfamiliar territory.
Roll bonus: +1 for 1 helper, +2 for 2-4 helpers, +3 for 5+ helpers.
Roll bonus: helpers who have 5+ ranks in herbalism or survival grant and additional +1 for each such helper
Survival of 5+ ranks gives a +2 synergy bonus for gathering herbs
With a base success, a single herb is found for 8 hours work. Every 3 points the roll exceeds the base, 1 additional roll is made.

HERB FOUND
1 a
2 b
3 c
4 d
5 I
6 n
7 p
8 r
9 s
10 t
11 v
12 w
13 x
14 y
15-16 crops: find 2 doses, roll again, ignore 15+ rolls
17-18 crops: find 3 doses, roll again, ignore 15+ rolls
19 choose herb found
20 find fine herb (capitalized), roll again, ignore 15+ rolls

Polarity of herbs found: roll d8 - (1-3) = + (4-6) = - (7-8) = neutral
Polarity of rare herbs (ie. capitalized): roll d8 - (1-4) = + (5-8) = -
The cost for making herbal products is 1/4 the cost to buy the herb, but all herbs required must be found.
Why are herbs so hard to find: herbs are not hard to find, but the herbs must be perfect and gathered under stringent conditions. If the moon phase is wrong, if a steel instead of silver or copper bladed knife is used, if not wrapped and tied with lemon grass, etc. The difficulty is for finding the proper conditions and a herb in the correct condition for the
herbalist to use. Improperly collected, the herb has no value for herbal concoctions.
Failing in a roll to make a concoction ruins all the herbs used.
Buying herbs: herbs can be bought, but buyer beware. The conditions the herbs were gathered in is not always clear.
Remember - if not gathered correctly, they are worthless, and ruin all herbs used in the mix with them.
Market value for herbs: Herbs sell at 6 SP each, 12 SP for rare herbs.

re-done version of the intro section
Plants useful for herbalism have a letter code associated with them used to determine what mixtures can be made from them.
A capitalized letter code matters: a lower case letter is a common variety of herb useful for mixes that require them, while the upper case letters denote rare herbs. These herbs are used with mixtures that require them, but can also substitute for the more common herbs of the same letter. For example, a 'N' herb is used in mixtures that require 'N', but can also be substituted for mixtures requiring 'n').
When searching for herbs, the herbs can have 1 of 3 values, a '+', '-', or ' ' (the absence of either). These are referred to as positive, negative, and neutral. When creating mixtures, the mixture can not mix both positive and negative herbs. Neutral herbs can mix with either type.
The formula used for herbal mixes takes the form of 'x-2V-y'. The 2 denotes 2 doses of that herb. The dash between the herbs is for ease of reading and does not indicate a positive or negative value to the herb. Positive, negative, and neutral values are for the gathering of herbs and determines which herbs found can mix with which other ones, but is not part of the mix formula.
 


Profane Deicide said:
Cruel Irony.

Hey, someone had to be cruel. I thought it would be fun if it were me. I have altered that text slightly, but it still doesn't make it any more 'fun' for the user (from what I understand, this is accurate in describing spanish fly, the irritant focusing the user's mind on that region of their body...).

"Sexual, Aphrodisiac. Promotes sexual desire and is also a urinary tract irritant."

:D
 

I love the expanding herbalism, it really helps giving a campaign world that specific flavor, but to be honest, reading that matrieal is like skimming through a text book and my on-line attention span isn't adequate to give it any constructive comments, sorry :(

Perhaps oneday, if your work takes on a more "reader friendly" format I can be of better help.
 

Well, attached is a somewhat better format. This damn thing (the manage attachment option for this board) is acting awful strange. Perhaps it will not be an attached file. :mad:
To get the excel file it's in (how it is meant to be viewed) just e-mail me and I'll send it to you. :)
 

I would also appreciate a copy. I haven't had time to give this the attention it deserves yet--I'll try this weekend (not that this weekend means anything--I'm working then too).

And by the way, I wouldn't mind putting it up as a download on a website.

--Cecil
solomonc@cmtc-is.com
 

Ok Bob here are a few questions:
does healers kill raise 1 hp or raise up to 1hp?

healing paste - you might want to change this so it only works once per day rather then once per wound. these should be weaker then their magical counterparts

houri lotion & stag brew - what exactly are the game effects of enhanced prowess?

Winters balm - add hours/days etc, to the discription?

Blood trail - what is the coverage area?

Dry powder ad "drink"

missile acid/fire tipped change shattering to shatters.

Lots of usefull stuff here. I think that the prices are a bit steep though. the alchemical/herbal remidies should be cheaper then magical healing but only retain thier potency for a fixed time. thus they would become viable options for commoners and other NPC's who are sick or wounded but who cant afford magical healing. they should do about 1/2 or less the healing that a cure spell would do and this might be doubled or even tripled with the use of a powerfull seditave. this way there is a drawback to adventurers trying to buy "cheap healing"
 

Healers kiss heals 1 HP, enough to stabilize you

healing paste - i agree with you, unfortunatly, dnd has healing salve for alchemists, costs 50 gp, heals 1d8, no limit on how often it is used. more cost to buy and make, but no exp cost. wait - i just checked the 3.5 download, and yesss, it is eliminated. ye-ha! dropping it to 1d6, once a day, and the alchemists stuff to d4 (i see the herbal route better at healing then alchemy)

houri lotion & stag brew - different dm's run sex their own ways, i didn't want to get too tacky, so i thought i'd leave it up to them. treat it like a +2 con bonus, or +2 skill roll? better recovery rate? is it perform, a profession, or a variation of tumbling? how about a new use for diplomacy!

Winters balm - oops how about 4 hours exposure for it and desert balm

Blood trail - 1 dose covers a 5' square. hmm, seems small, make it 4 5' squares.

Dry powder ad "drink" - unsure of the question, do you mean add the type "drink", or can powders be mixed with fluids to drink?

missiles altered but most definatly shatterable. they are fragiles. also, add that they take up twice the space in a quiver (a quiver holding what, 20 arrows normally?).

prices are a bit steep...viable options for commoners and other NPC's who are sick or wounded - yep i agree. i priced this stuff based on the baseline healing salve, 50 gp, roughly equal to a healing potion, which is now changed. part of the pricing places these work a herbalist does as costing 1/4 or 1/5 the cost in base materials, and with the locals gifting the herbalist with materials from their harvest/works. i assume then the herbalist would tend to the locals for free or out of pocket costs only. the alchemists stuff is expensive, but so are his toys and the purity he needs in his supplies. the alchemy stuff is supposed to be priced off of the base alchemy gear, alchemy fire, tanglefoot bag, etc. outside of the healing stuff, do you think this material is also too high?

I've got a cleaned copy of herbs / alchemy i'll send you e-mail. thank you very much for the feedback, and of course any more would also be appreciated. :D
 

for the dry powder it looked like you left the word drink off the end of the discription

The other stuff looks good. I think that the healing salve should be 10 gp or less and should heal 4hp. this should be pleanty for most commoners. you also might want to add in a minor salve that heals 1-2 hp for 1/2 the cost. 1 thing we did in our game using herbal remedies is have them take up lots of space we used 1 gallon mason jars that had 2 doses per jar. that tends to keep the PC's from stocking up on them :D

the Burn Salve I would leave unchanged for its healing potential but it too should come in big jars.

Have you come up with an NPC Healer PrC for your game? I have considered doing so for mine but havn't had the time to devote to do it yet.
 

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