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Plant kit. I wasn’t sure how I’d fit in, but not because I had no idea. I have quite a few ideas about it, but it is based on The Angry GM, who made some herbs, and I borrowed / stole a lot from him. I’ve been using this system for over a year now, and I really like it, as do my players.
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In accordance with our tradition, we should start with Xanthar’s Guide to Everything on page 82 :
A professional kit with a range of herbs allows you to identify plants and collect their useful elements safely.
Parts. The equipment of the herbalist consists of bags of herbs, scissors and leather gloves for collecting plants, mortars and stamps, as well as various glass jars.
Arcane. Your knowledge of the nature and use of herbs can complement your magical research into plants and your attempts to identify potions.
Research. When inspecting an area covered with plants, your skills will help you select details and clues that others might overlook.
Medicine. Possession of herbs improves your ability to treat illness and injury by complementing the care of medicinal plants.
Nature and survival. If you are in the wild, your knowledge of herbs will help you find plants and food sources that others may miss.
Identify the plants. Most plants can be identified by a quick sight and smell test.
If I read it correctly, you can look at an area planted with the herb set and just see more. I don’t know how I… …but… …of course, because you know the plants you can see through… I think it’s because of the ability to discern what a plant is and what it is not. But in fact, all these descriptions seem to be hanging by a thread. I also don’t like that there is an A for herbs, not an A, but I suspect it’s a matter of dialect. Most people say ERB-alism, not ERB-alism. …maybe I’m weird.
The idea of the herbivore
It doesn’t matter how you talk about herbs, it’s about studying plants and how they can be used for medicinal purposes. An herbalist knows a lot about vegetation and its different applications, and what an herbalist can be, in my opinion, can be well combined with grazing. We’ve all, or at least most, seen films like The Lord of the Rings, in which a cruel adventurer escapes into the forest for an hour and returns with important plants that can cure Frodo of the damage he’s done (spoilers?). It has been shown in many other films and fiction books and is basic enough for those interested in herbs and fathers.
In addition, I think the Herblore Kit has been most edited with a wide variety of game systems to make it useful in the 5th grade. I’ve seen some that look more like minigames, but they don’t produce exactly what they want. I’ve also seen some that go very far in the different components and have 100 recipes, and that’s a problem that just has to work with too much. There are a lot of systems out there, but I like the idea of simplicity in my systems, and I came across Angry Herbalism before I decided to write a blog.
The spice box must demonstrate the abilities of the character who uses it, that he can go into the forest, collect his ingredients and return quickly to help his group. This may mean that they have to leave the rest of their party, attract unwanted attention while they are not in the party, or maybe the party is attacked while they are away and they have to quickly get back to their comrades, although it doesn’t have to be every day. We want them to use this tool, and if they’re afraid of being attacked every time they try to do something, don’t give them a minute’s attention.
Using the spice set, our adventure must first choose the recipe for which they are looking for ingredients. Once they have chosen a recipe, they have to go into their environment and look for supplies. It takes an hour to find enough ingredients for a recipe, then they do a Wisdom and Performance Bonus check. They are compared with the potential PCDs in the formulation, usually PCD 10, 15 or 20, to determine the strength of their plant component.
If they don’t pass the test, the ingredients they find may not be as strong as they should be, so they may not be able to make the relevant arguments. However, once they have found their ingredients, they have 24 hours to use the product before it begins to lose its effect.
As soon as they write their cheque, they produce the article quickly, no cheque is needed and they can give it to someone. This can take various forms, such as small healings, poisoning by weapons or even defeating other creatures with certain skills. These small benefits are a great way to provide an alternative cure when there is no dedicated healer for your party and many recipes can repair HP, temporarily deliver HP and even repair used knock cubes.
Herbalism is a great little tool that can add a lot of value to the game, especially for players who want to add some value to the game. The barbarian can easily pick it up and be more than just a tank, the druid can pick it up and expand his capacities to help the party, and so on.
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