Kourtnie (spriksie) wrote in dnd3e,
Kourtnie
spriksie
dnd3e

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Update on craft/profession question I had earlier.

Crafts, professions, performs, and knowledges are just not properly expanded on, so I decided to expand on it myself for my campaign.

Made an herbalism section on my game's website, but it's not complete yet. I now have a skill section to flesh out, and alchemy is going to be next. I pray herbalism was the most complex one, because it took many hours, lol. (Note: If your computer does not support the font Georgia, my website might look a little weird.)

Any thoughts on herbs to be added, or suggestions for how to expand on these other skill sets? Do you think the way I handled the profession/herbalist will work well? I don't normally create lots of rules from scratch like this without some serious references to help me (and for this one I did have a reference, Alchemy and Herbalists from Bastion Press, though I heavily altered a lot of things), and I fear making a game unbalanced. My players know I have the rule "If it's horribly unbalanced and not making the game fun, the rules will change in favor of balance," and they also know the game they're in is a "testing waters" game, so to speak, but I like to do things right the first time if I can.
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