A discarded idea.
A herbalist (lets stick with that name, or maybe this is part of a ranger? could be) can collect different plants to either harm or heal a creature.
Each plant is focussed on one aspect of health (as understood in fantasy land), the potency of the effect also varies between plants.
Aspects of health tied to ability scores:
Strength - the body
Dexterity - the nerves
Mind - Sanity and intellect
Charisma - Spirit (vague)
(Rejected aspects: Head, Gut, Soul)
Par example,
Honeyleaf, Heals the body with a potency of 3.
Swineglory, a foul poisonous plant! harms the body with a potency of 5 (5 Strength damage per hour?).
Herbal Combat
Attempting to cure poisoning by swineglory with honeyleaf leaves you at a -2. As you see below it will only slow the poison.Potency differential
Difference Effect
-5 The cure worsens the poison, doubling its potency
-3,4 No Effect
-2 Lowers potency by 2 (doesn't stack from single source)
-1 Lowers potency by 2 per hour
0,1 Cured!
2+ Cured and 1/2 ability score loss restored
This kind of works for poisons. For healing burns or other things that don't deal continuous damage it doesn't fit as well.
In the end having a specific cure for a specific poison is more interesting!
So we are correct to discard this idea.
Inspired by this much better idea: https://foreignplanets.blogspot.com/2020/07/naively-simple-alchemy.html
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