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D&D 3E
Alchemy and Herbalism. 
6th-Jun-2005 07:41 pm
Does anyone in your group have some unique crafts? Where do you come up with things that herbalists and alchemists can make? How do you respond to the herbalist that walks onto a foreign plane and says, "I want to go scouting for new herbs?"
7th-Jun-2005 02:55 am (UTC)
if it wwere an aproriate plane, I would mention something about the herbs trying to pick him/her, just for fun. lol
7th-Jun-2005 02:57 am (UTC)
That sounds like a dangerous plan. Depending on just how foreign it is they wouldn't know what's what when it comes to what they're picking. Depending on just how foreign the plane is they might not even be picking plants. ;) Maybe if they got some training before hand, but just a random plane they've never seen before means they wouldn't know if they're picking an air freshener or a fly trap.
7th-Jun-2005 03:19 am (UTC)
I would hit them with a big modifier at least. I would also leave it up to them if they want to test something out. Just because it has pain reliving properties does not mean that it wont make your hair fall out.
7th-Jun-2005 03:21 am (UTC)
I had a rogue in a group of mine that had craft(mapmaking) and profession(cartographer) would make maps of the areas the group has been to and sold them for a living. It was kinda cool.
7th-Jun-2005 07:40 am (UTC)
There are all kinds of sources for strange herbs and such on the internet. You could also come up with a table and record what you roll as you go.

Let the player name that red serrated-leaf herb that he found on the Nine Hells that smells like skunk and makes you less lethargic but causes redness and irritability around the eyes...

Appearance, taste, smell (sound? does it moan or scream?), primary effects, and side effects might all figure in.
7th-Jun-2005 01:29 pm (UTC)
i would respond sure here is the insane rolls that you find anything and then here are the insane rolls to figure out what they do,,,unless they just want to test them themselves!!!!!!!which could be really really fun
7th-Jun-2005 02:24 pm (UTC)
What do I do? I reward the player for having a cool idea. I'd have them find some kind of new herb and I'd make it up on the fly. It doesn't have to be amazingly useful;

"You scout around and after a while you find some strange blue poppies that can be used to make a bright blue dye." or "You find a strange new spice... you can probably pick up enough here to season several meals, or perhaps even sell for X gold pieces."

Or you could even give them something like "you discover some strange berries that sharpen the vision and senses. They give you a +1 to spot rolls for 10 minutes. You can pick 4 doses here.."

(Deleted comment)
7th-Jun-2005 08:43 pm (UTC)
That would be "punishing the player for daring to have a good idea".

Players are savvy enough that it will only happen once. And pretty soon they'll learn not to have cool ideas in your campaign. Some people think that's a good thing, I guess..

7th-Jun-2005 10:48 pm (UTC)
There's a continuum. Most other-worldly herbs should be trivially beneficial, or trivially baneful, but some can be particularly marvelous or fell.

Some might have very particular applications. A flower whose pollen acts as a dimensional anchor when used to coat phase spiders, for example.

Herbs from some of the lower planes, particularly those that are attractive or sweet-tasting, ought to be pretty nasty.
8th-Jun-2005 10:09 am (UTC)
A lot of times you can tie it back into whatever the plot is. Like if you know the players are going to be going up against a phasing villian, you just happen to drop some dimensional anchor pollen herbs right there. They may never figure out the connection, but it's like a key.

If you have some kind of 'prophecy' type thing in mind, you can drop some psychadelic hallucinogen or something.
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8th-Jun-2005 10:10 am (UTC)
As always- communication and compromise is necessary
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