We don't need no stinking clerics ... sort of ...
We don't need no stinking clerics ... sort of ...
Long story short, none of my players want to play a cleric ... and in addition to that the PC player the druid gets irked when he has to heal compared to more "effective" spells.
I'm also tired of having a cleric NPC follow them around.
Rather than force them to draw a short straw and play a class that doesn't interest them or have them buy multiple potions and healing rods (which sort of breaks the low-magic feel of my game), I'd like to tweak healing in some way.
My first inclination is the old Vitality/Wounds system, i.e. Hit Point are stunning damage that heals within hours, but critcals take out your real hit points (which is equal to Constituion). But a player is afraid that one good solid crit will turn mages into wall paper.
I'm opening the floor to suggestions.
As an aside, here is my player line up with comments.
*Dwarven Druid (The game setting has dwarfs on moutains, not in them.) never far from an aggressive animal companion.
*Half Orc Monk (who won't enter combat until his AC is buffed to 22 by spells)
* Human Wizard
* Elven Thief (this is the guy who goes out on a limb and nearly dies for the group in big boss battle)
* and soon to join will be a Human Fighter
I'm also tired of having a cleric NPC follow them around.
Rather than force them to draw a short straw and play a class that doesn't interest them or have them buy multiple potions and healing rods (which sort of breaks the low-magic feel of my game), I'd like to tweak healing in some way.
My first inclination is the old Vitality/Wounds system, i.e. Hit Point are stunning damage that heals within hours, but critcals take out your real hit points (which is equal to Constituion). But a player is afraid that one good solid crit will turn mages into wall paper.
I'm opening the floor to suggestions.
As an aside, here is my player line up with comments.
*Dwarven Druid (The game setting has dwarfs on moutains, not in them.) never far from an aggressive animal companion.
*Half Orc Monk (who won't enter combat until his AC is buffed to 22 by spells)
* Human Wizard
* Elven Thief (this is the guy who goes out on a limb and nearly dies for the group in big boss battle)
* and soon to join will be a Human Fighter
Here's a little something I give to Rangers and Druids:
Ditch Medicine: The ranger is able to use his knowledge of herbs and plants to make effective poultices. The ranger is able to heal 1d6 hit points of damage per individual per day.
It allows a little bit of healing for the party.
R-
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Rigon o' the Lakelands, Baron of The Castles & Crusades Society
The Book of the Mind
Ditch Medicine: The ranger is able to use his knowledge of herbs and plants to make effective poultices. The ranger is able to heal 1d6 hit points of damage per individual per day.
It allows a little bit of healing for the party.
R-
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- DangerDwarf
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DangerDwarf wrote:
I've tried a houserule like that in a previous campaign too Rigon. Works pretty darn good.
I like it. I think the ranger in my game likes it too. I know the other PCs like it (it saved a few butts a time or three).
R-
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ghostSmacker
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Re: We don't need no stinking clerics ... sort of ...
anglefish wrote:
My first inclination is the old Vitality/Wounds system, i.e. Hit Point are stunning damage that heals within hours, but critcals take out your real hit points (which is equal to Constituion). But a player is afraid that one good solid crit will turn mages into wall paper.
For 3.5 we used Monte Cooke's Health & Grace system from his Book of Experimental Might, which sounds similar, although nothing could hurt your hit points directly unless all of your fast healing 'grace' points were gone. It worked really well with a slow attrition of your 'real' hit points and we actually had a cleric who could do interesting things. Fights could quickly become dangerous too when everybody ran out of grace...
Maybe consider healing kits (bandages, poultices etc), which have just come up in another thread here. My game is low magic and cleric free too, so I'm making healing kits available here and there. They can be as rare, delicate, expensive, effective etc as you want them to be, giving you control over balancing issues and without breaking the low magic feel.
Another thing I use is based on something from the Conan RPG, the somewhat loose 'Flagon of Ale' rule: A good booze-up with fine foods and a comfy bed massively increases normal healing rates. It does nothing to help characters in the wilderness or in the middle of a dungeon but it keeps downtime short in the absence of rods of healing and churches with spell prices nailed to the door.
What system do you use for criticals? They usually hurt the players more anyway by virtue of the fact that the protagonists generally outnumber the party and so the GM is rolling to hit more often.
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Lord Dynel
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The WP/VP system works pretty well, IMHO, and it's easy to port over into C&C (as it usually is).
You could go with a "healing check" ala the NWN games. When you apply a healing kit make a SIEGE check, or straight Wis check. A character is healed 1d6 + the margin of success of your check. Makes purchasing a healing kit necessary and the amount of healing will inrease as hit points increase, keeping consistant. YMMV.
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You could go with a "healing check" ala the NWN games. When you apply a healing kit make a SIEGE check, or straight Wis check. A character is healed 1d6 + the margin of success of your check. Makes purchasing a healing kit necessary and the amount of healing will inrease as hit points increase, keeping consistant. YMMV.
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- Go0gleplex
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You guys are far too kind.
They don't want a cleric, they get to die by the cord load in my games. Or make frequent trips back to somewhere safe to rest and recover naturally...or pay out the horn for supporting the local theocratic system. *evil maniacal laughter*
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They don't want a cleric, they get to die by the cord load in my games. Or make frequent trips back to somewhere safe to rest and recover naturally...or pay out the horn for supporting the local theocratic system. *evil maniacal laughter*
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- DangerDwarf
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Depends on the setting.
Midnight (fargin' fantastic!) is a very low magic setting and the lack of clerics and rarity of magic in general made it very handy to have skills allowing minor HP recovery when I ran C&C there.
I like Dark Ages, low magic type settings. For them a cleric is not very likely to exist in the world. C&C operates on the assumption that a cleric will be available to the party. If the setting takes that out of the equation, then you need to offset that assumption with other abilities (albeit to a lesser degree).
Midnight (fargin' fantastic!) is a very low magic setting and the lack of clerics and rarity of magic in general made it very handy to have skills allowing minor HP recovery when I ran C&C there.
I like Dark Ages, low magic type settings. For them a cleric is not very likely to exist in the world. C&C operates on the assumption that a cleric will be available to the party. If the setting takes that out of the equation, then you need to offset that assumption with other abilities (albeit to a lesser degree).
- Go0gleplex
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[quote="DangerDwarf"]Depends on the setting.
Midnight (fargin' fantastic!) is a very low magic setting and the lack of clerics and rarity of magic in general made it very handy to have skills allowing minor HP recovery when I ran C&C there.
I like Dark Ages, low magic type settings. For them a cleric is not very likely to exist in the world. C&C operates on the assumption that a cleric will be available to the party. If the setting takes that out of the equation, then you need to offset that assumption with other abilities (albeit to a lesser degree).[/quote]
hehehee...I don't remember any offsets when playing in the Pendragon universe. Dang wild boar about did me in first session and I spent the next two recouperating.
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The obvious will always trip you up FAR more than the obscure.
Baron Grignak Hammerhand of the Pacifica Provinces-
High Warden of the Castles & Crusades Society
Midnight (fargin' fantastic!) is a very low magic setting and the lack of clerics and rarity of magic in general made it very handy to have skills allowing minor HP recovery when I ran C&C there.
I like Dark Ages, low magic type settings. For them a cleric is not very likely to exist in the world. C&C operates on the assumption that a cleric will be available to the party. If the setting takes that out of the equation, then you need to offset that assumption with other abilities (albeit to a lesser degree).[/quote]
hehehee...I don't remember any offsets when playing in the Pendragon universe. Dang wild boar about did me in first session and I spent the next two recouperating.
_________________
The obvious will always trip you up FAR more than the obscure.
Baron Grignak Hammerhand of the Pacifica Provinces-
High Warden of the Castles & Crusades Society
"Rolling dice and killing characters since September 1976."
"Author of Wardogs! and Contributor to Iron Stars and Starmada-Admiralty ed."
"Certified crazy since 2009."
"Author of Wardogs! and Contributor to Iron Stars and Starmada-Admiralty ed."
"Certified crazy since 2009."
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Taranthyll
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I've implemented two changes in my game that have worked out really well:
1) I've altered the rate at which characters heal naturally. Hit points are supposed to be a measure of a character's skill at avoiding attacks and their endurance. Since hit point loss reflects only fatigue, minor cuts, and bruises, it never made much sense to me that healing should occur so slowly. In my game a character's 1st level starting hit points represent real damage, and hit points in excess of that total represent skill and increased endurance and heal at a rate of 1 hit point per hour when resting in field conditions, and 1 hit point every ten minutes when resting at an inn with access to a mug of cold ale and a warm wench. Once a character's hit point total is reduced to below their 1st level starting total they have sustained injury and then heal at the 'by-the-book' rate until they are above their 1st level total again.
example: a 5th level fighter with 45 hit points originally had 10 hit points at first level. So long as the fighter's hit point total stays above 10, his damage is only fatigue and scratches and will heal quickly when he rests. When his hit point total drops below 10 he has sustained an injury and must heal at the normal rate until his hit points are above 10 again, at which time he begins healing at the accelerated rate.
2) I've removed healing spells from the Cleric's spell list and made healing a class ability. This means that the cleric no longer has to choose between healing spells and "fun" spells. This has made the cleric a lot more fun to play, since they are no longer relegated solely to the role of healer.
1) I've altered the rate at which characters heal naturally. Hit points are supposed to be a measure of a character's skill at avoiding attacks and their endurance. Since hit point loss reflects only fatigue, minor cuts, and bruises, it never made much sense to me that healing should occur so slowly. In my game a character's 1st level starting hit points represent real damage, and hit points in excess of that total represent skill and increased endurance and heal at a rate of 1 hit point per hour when resting in field conditions, and 1 hit point every ten minutes when resting at an inn with access to a mug of cold ale and a warm wench. Once a character's hit point total is reduced to below their 1st level starting total they have sustained injury and then heal at the 'by-the-book' rate until they are above their 1st level total again.
example: a 5th level fighter with 45 hit points originally had 10 hit points at first level. So long as the fighter's hit point total stays above 10, his damage is only fatigue and scratches and will heal quickly when he rests. When his hit point total drops below 10 he has sustained an injury and must heal at the normal rate until his hit points are above 10 again, at which time he begins healing at the accelerated rate.
2) I've removed healing spells from the Cleric's spell list and made healing a class ability. This means that the cleric no longer has to choose between healing spells and "fun" spells. This has made the cleric a lot more fun to play, since they are no longer relegated solely to the role of healer.
- gideon_thorne
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Rigon wrote:
Here's a little something I give to Rangers and Druids:
Ditch Medicine: The ranger is able to use his knowledge of herbs and plants to make effective poultices. The ranger is able to heal 1d6 hit points of damage per individual per day.
It allows a little bit of healing for the party.
R-
I've used a system like that for ages. In 2e, there was a bit in the book on Rangers that had herbal medicine bundles. Basically, a kind of 1d8 healing spell one carried around, made from various natural remedies. No reason why the C&C ranger's herbal proficiency cant be extended in that direction. Or even the druids.
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Lord Dynel
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Go0gleplex wrote:
You guys are far too kind.
They don't want a cleric, they get to die by the cord load in my games. Or make frequent trips back to somewhere safe to rest and recover naturally...or pay out the horn for supporting the local theocratic system. *evil maniacal laughter*
Heh. Well, my suggestion wasn't based on practice - if my group decided that no one wanted to play a cleric, or other healing class, they'd be sh!t outta luck. But I do offer a healing salve that heals 1d6 points of damage (can benefit from 3/day max), but I do that regardless of the presence of a cleric. Yeah, I'm a softie.
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LD's C&C creations - the witch, a half-ogre, skill and 0-level rules
Troll Lord wrote:
Lord D: you understand where I"m coming from.
LD's C&C creations - CL Checker, a witch class, the half-ogre, skills, and 0-level rules
Troll Lord wrote:Lord D: you understand where I"m coming from.
Go0gleplex wrote:
You guys are far too kind.
They don't want a cleric, they get to die by the cord load in my games. Or make frequent trips back to somewhere safe to rest and recover naturally...or pay out the horn for supporting the local theocratic system. *evil maniacal laughter*
I'm with Google - no cleric, it's gonna hurt! I don't mind playing a cleric at all. He has some firepower and has some healing - pretty good combination if you ask me.
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- gideon_thorne
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Ok. Here's an approach that might work for some folks. And yes, I know its going to have subjective flaws. I've already considered quite a few myself.
Towit, a herbal healing expansion of the ranger and druid abilities with herbs. How it works is, with an attribute check, the character can duplicate the effects of various types of healing spells. The challenge level is that of the spellcasting level needed to duplicate the effect.
High and low rolls can range from a bonus to the effect on down to creating a deadly poison for bad rolls.
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"We'll go out through the kitchen!" Tanis Half-Elven
Peter Bradley
Towit, a herbal healing expansion of the ranger and druid abilities with herbs. How it works is, with an attribute check, the character can duplicate the effects of various types of healing spells. The challenge level is that of the spellcasting level needed to duplicate the effect.
High and low rolls can range from a bonus to the effect on down to creating a deadly poison for bad rolls.
_________________
"We'll go out through the kitchen!" Tanis Half-Elven
Peter Bradley
"The accumulated filth of all their sex and murder will foam up about their waists and all the whores and politicians will look up and shout, 'Save us!' And I'll look down, and whisper 'No.' " ~Rorschach
- DangerDwarf
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- gideon_thorne
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DangerDwarf wrote:
I considered something along those lines but stalled before ever putting it into play but the CL was to be 4 for every die of healing. So 1d6 = CL 4
2d6 = CL 8, etc.
Course, if you want to be really hard core, one could also treat the process like magic item creation and have an xp requirement from either the herbalist or the patient.
Total healing all for the cost of a whole mess of levels. Handy in a pinch?
Course, this could make for a fun adventure plot to stop a dark alchemist from draining lives to fuel such efforts.
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"We'll go out through the kitchen!" Tanis Half-Elven
Peter Bradley
"The accumulated filth of all their sex and murder will foam up about their waists and all the whores and politicians will look up and shout, 'Save us!' And I'll look down, and whisper 'No.' " ~Rorschach
- DangerDwarf
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There was an article in an old Dragon Magazine which had rules for the healing power of various herbs. If you could find it, that might help. I have it in a box somewhere.
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Lord Aladar
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"NEMO ME IMPUNE LACESSIT - At least not in Yu Gi Oh"
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Warden of the Welk Wood
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Here's mine, truncated from a much longer listing:
Herbs
Rangers, Druids, and all characters with alchemical knowledge can utilize herbs in the making of both mundane and magical substances such as poultices, salves, and ointments. The effectiveness of each of these creations is left to the CK, but it is suggested that the items created be considered as magic items, and follow the same rules. An Assassin or character trained in the making and use of poisons can create herbal poisons from those that are listed as having such qualities, following the same rules as potion creation. A character must learn a recipe to make any herbal concoction, but in this case, the normal limitation is ignored, allowing a character to know any number of herbal recipes. Note: a character does not gain any XP for the successful learning of an herbal recipe, or for the making an herbal concoction.
A sample listing of herbs and their properties follows:
Abcess Root: Cures Respiratory Disorders
Absinthe: Causes Convulsions/Epilepsy; Narcotic; Make Potion of Strength
Acacia: Cures Inflammation of Respiratory/Digestive/Urinary Systems; Cures Diarrhea/Dysentery; Nutrient
Acorn: Stimulates Tissue Growth
Adders Tongue: Removes Minor Curses
Adrue: Cures Nausea; Sedative
Agar-Agar Jelly: Anti-Inflammation; Nutrient
Agaric: Astringent; Purgative
Agrimony: Cures Blood Diseases
Almond: Causes Carelessness/Indiscretion
Amaranth (Lady Bleeding): Stops Hemorrhaging; Cures Diarrhea/Dysentery; Make Potion of Vitality
Anemone: Cures Eye Disorders
Angelica: Cures Lung Disorders/Vision Problems/ Hearing Problems/Spleen Problems; Grants Spell Resistance
Apricot: Causes Pleasure
Arbutus: Astringent; Cures Bladder Infections
Areca Nut: Astringent; Cures Tape Worms
Arenaria Rubra: Diuretic; Cures Urinary Diseases
Artemesia: Detect Spirits
Asarabaca: Emetic; Purgative
Ash: Grants Magic Resistance; Cures Constipation/Kidney Problems/Fever; Make Potion of Restoration; Laxative; Anti-
Inflammation
Asparagus: Cures Kidney Problems
Bael: Anti-Inflammation; Cures Ulcers
Balm: Cures Depression/Hysteria/Melancholy/Insomnia
Balmony: Builds Tissue; Cures Liver Problems/Tape Worms
Barberry: Cures Burns
Barley: Nutrient; Cures Hunger
Basil: Cures Nervous Disorders
Bay Leaf: Cures Digestive Disorders/Bruises/Skin Problems/Colds; Other Minor Abilities
Beet: Organ Cleanser
Benzoin: Expectorant; Stimulant; Antiseptic; Cures Wounds/Sores
Berberis: Cures Fevers
Bindweed: Eases Pain
Birthwort: Circulatory Stimulant
Blackberry Leaf: Cures Bleeding Gums
Black Birch Leaf: Cures Intestinal Worms
Black Currant: Diuretic; Antiseptic; Blood Purifier
Black Horehound: Stimulant; Cures Worms/Hemorrhaging
Black Willow Bark: Astringent; Antiseptic
Blue Mallow: Cures Coughs/Colds
Borate: Removes Fear
Box Leaf: Tonic; Blood Purifier
Bugle: Cures Gastrointestinal Disorders/Hemorrhaging
Butterbur: Cures Fever/Urinary Disorders
Byrony: Healing; Cures Paralysis/Bruises
Cabbage Juice: Used For Ulcer/Stomach Treatment
Castor Oil Bean: Cures Constipation/Stomach Cramps; Relieves Skin/Eye Problems; Make Potion of See Invisible/Potion of
Sight
Catnip: Stimulates Appetite; Cures Bronchitis/Diarrhea; Make Potion of Heroism
Cayenne Pepper: Cures Stomach Pains/Cramps
Celandine: Causes Charm
Chaulmoogra Oil: Cures Fever/Skin Eruptions; Sedative
Chicory: Causes Friendship
Chives: Cures Anemia/Colds/General Diseases
Cinquefoil: Increases Charisma
Clary: Aphrodisiac
Cloves: Cures Nausea
Coriander: Cures Disease/Rheumatism/Joint Pain; Tonic
Couchgrass: Cures Bladder/Urinary Infections
Crocus: Cures Paralysis
Cucumber: Cures Heart/Kidney Problems/Inflammation
Cumin Seed: Stimulant
Daffodil: Healing
Dandelion: Diuretic; Purgative; Stimulant
Dill: Aphrodisiac; Cures Upset Stomach/Insomnia
Eucalyptus: Deodorant; Antiseptic; Cures Sore Throat/Lung Diseases
Euphorbia: Grants Heroism
Eyebright: Cures Blindness; Astringent
Fennel: Protection from Spirits; Used For Digestion/Weight Control/Muscle Tone/Reflexes/Vision; Other Minor Abilities
Fenugreek: Stimulant
Fig: Demulcent
Flag: Protection from Passion
Flax Weed: Cures Skin Irritations; Detect Spirits
Fumitory: Cures Melancholia
Garlic: Protection from Vampires; Cures Coughs/Colds; Blood Purifier; Detoxifier
Gentian: Protection from Disease; Poison Antidote; Tonic; Cures Fever
Geranium: Alkalizer
Germander: Relieves Pain
Grape Juice: Blood Fortifier
Hartstongue: Cures Liver/Spleen/Bladder Disorders
Hazel: Divination
Hedge Mustard: Cures Throat/Lung Problems
Hemp: Detect Spirits; Stimulant
Henbane: Evoke Spirits
Honeysuckle: Cures Liver/Spleen/Respiratory Disorders
Hops: Has Calming Effect on Nervous System
Horehound: Soothes Coughs
Horseradish: Tonic
Horsetail: Cures Lung Disorders/Heart Diseases; Make Potion of Gas Immunity; Make Potion of Breathe Without Air
Hyssop: Anti-Parasitic; Cures Respiratory Problems/Jaundice/Cuts/Wounds; Tonic; Blood Purifier; Other Minor Abilities
Irish Moss: Cures Coughs/Scalds/Burns
Ivy: Causes Friendship
Jambul Seed: Cures Diabetes
Juniper: Neutralizes Toxins; Aphrodisiac; Stimulant; Disinfectant; Cures Venereal Disease; Other Minor Abilities
Jurubera: Cures Anemia
Larch: Causes Boldness/Audacity
Larkspur: Removes External Parasites
Laurel: Cures Mental Disorders
Leek: Cures Anemia/Colds/General Diseases
Lemon: Cures Colds/Coughs/Sore Throat
Lichen : Causes Refusal
Licorice: Cures Bronchial Problems
Lily-Of-The-Valley: Heart Tonic
Linden: Causes Compliance/Gentleness
Linseed: Precognition
Lobelia: Causes Hostility/Aggression
Locust: Speak With Dead
Lupine: Causes Voraciousness
Lychis: Causes Passivity
Mace: Stimulant
Mint: Causes Loyalty; General Panacea; Cures Insomnia/Headache/Stomachache/Nervous Problems/Heartburn/Nausea
Mistletoe: Increases Lock-Picking; Cures Circulatory Problems/Arteriosclerosis/Convulsions/Hysteria/Typhoid Fever; Causes
Nausea; Makes Potion of Charisma/Potion of Fire Immunity/Potion of Flying; Make Amulet of Protection; Narcotic; Tonic
Moonwort: Heals Burns; Heals Broken Bones
Moss: Heals Burns
Mugwort: Premonition
Mulberry: Laxative
Mustard Seed: Causes Indifference/Apathy
Nettle: Protection from Evil
Nutmeg: Mild Hallucinogen; Mild Stimulant; Cures Nausea/Vomiting/Diarrhea
Oak Leaf: Grants Victory
Oats: Causes Recklessness; Cures Chest Problems
Oleander: Increases Comeliness
Olive: Causes Passion
Onion: Poultice
Oregano: Cures Stiff Joints; Germicide; Painkiller
Paprika: Cures Colds; Mild Stimulant; Poultice
Parsley: Protection from Evil; Blood Purifier
Parsnip: Cures Fever
Peach Seed: Cures Fever; Blood Tonic
Peony: Cures Insanity
Pepper: Cures Sprains/Neuritis
Periwinkle: Promotes Happiness
Plantain: Relieves Skin Irritations; Cures Minor Wounds/Stings/Rashes
Pomegranate: Nerve Sedative
Purslane: Detect Illusion
Radish: Cures Gall Bladder Problems/Rheumatism/Coughs; Blood Purifier
Rampion: Relieves Fear
Raspberry: Cures Fever; Tonic
Red Clover: Soothes Coughs; Make Minor Healing Potion; Make Food of 3 Petals
Red Heather: Minor Abilities
Rhubarb: Astringent; Cathartic
Rosemary: Promotes Healing; Germicide; Muscle Tonic; Drives Away Evil Spirits
Rowan: Grants Resistance against Necromancy
Saffron: Increases Luck; Causes Sleep; Cures Coughs/Stomach Gas/Insomnia/Scarlet Fever/Measles/Respiratory Disorders;
Paralytic
Sage: Restores Memory; Cures Trembling/Depression/Vertigo/Wounds/Nervous Conditions/; Tonic
Scopolis: Nerve/Muscle Sedative; Painkiller; Cures Coughs
Self-Heal: Promotes Healing
Senna: Purgative
Shepherds Purse: Heals Burns
Strawberry: Cures Eczema/Acne/Vision
Summer Savory: Blood Purifier; Cures Palsy
Sunflower: Causes Truth
Sycamore: Causes Curiosity
Tansy: Protection from Magical Influence
Tea: Poison Antidote
Thistle: Poison Antidote
Thyme: Anti-Parasitic; Antiseptic; Blood Purifier
Trefoil: Antidote for Insect Bites
Turnip: Cures Mouth/Throat Disease
Vervain: Grants Courage
Whortle: Relieves Fear
Whortleberry: Causes Treachery/Betrayal
Willow: Causes Sorrow; Cures Internal Bleeding/Fever/Dysentery/Food Poisoning; Make Potion of Energy Immunity; Make
Lightning Rod
Wolfbane: Protection from Lycanthropes
Wormwood: Anti-Parasitic; Causes Seizures; Addictive; Make Goblin Repellent
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Herbs
Rangers, Druids, and all characters with alchemical knowledge can utilize herbs in the making of both mundane and magical substances such as poultices, salves, and ointments. The effectiveness of each of these creations is left to the CK, but it is suggested that the items created be considered as magic items, and follow the same rules. An Assassin or character trained in the making and use of poisons can create herbal poisons from those that are listed as having such qualities, following the same rules as potion creation. A character must learn a recipe to make any herbal concoction, but in this case, the normal limitation is ignored, allowing a character to know any number of herbal recipes. Note: a character does not gain any XP for the successful learning of an herbal recipe, or for the making an herbal concoction.
A sample listing of herbs and their properties follows:
Abcess Root: Cures Respiratory Disorders
Absinthe: Causes Convulsions/Epilepsy; Narcotic; Make Potion of Strength
Acacia: Cures Inflammation of Respiratory/Digestive/Urinary Systems; Cures Diarrhea/Dysentery; Nutrient
Acorn: Stimulates Tissue Growth
Adders Tongue: Removes Minor Curses
Adrue: Cures Nausea; Sedative
Agar-Agar Jelly: Anti-Inflammation; Nutrient
Agaric: Astringent; Purgative
Agrimony: Cures Blood Diseases
Almond: Causes Carelessness/Indiscretion
Amaranth (Lady Bleeding): Stops Hemorrhaging; Cures Diarrhea/Dysentery; Make Potion of Vitality
Anemone: Cures Eye Disorders
Angelica: Cures Lung Disorders/Vision Problems/ Hearing Problems/Spleen Problems; Grants Spell Resistance
Apricot: Causes Pleasure
Arbutus: Astringent; Cures Bladder Infections
Areca Nut: Astringent; Cures Tape Worms
Arenaria Rubra: Diuretic; Cures Urinary Diseases
Artemesia: Detect Spirits
Asarabaca: Emetic; Purgative
Ash: Grants Magic Resistance; Cures Constipation/Kidney Problems/Fever; Make Potion of Restoration; Laxative; Anti-
Inflammation
Asparagus: Cures Kidney Problems
Bael: Anti-Inflammation; Cures Ulcers
Balm: Cures Depression/Hysteria/Melancholy/Insomnia
Balmony: Builds Tissue; Cures Liver Problems/Tape Worms
Barberry: Cures Burns
Barley: Nutrient; Cures Hunger
Basil: Cures Nervous Disorders
Bay Leaf: Cures Digestive Disorders/Bruises/Skin Problems/Colds; Other Minor Abilities
Beet: Organ Cleanser
Benzoin: Expectorant; Stimulant; Antiseptic; Cures Wounds/Sores
Berberis: Cures Fevers
Bindweed: Eases Pain
Birthwort: Circulatory Stimulant
Blackberry Leaf: Cures Bleeding Gums
Black Birch Leaf: Cures Intestinal Worms
Black Currant: Diuretic; Antiseptic; Blood Purifier
Black Horehound: Stimulant; Cures Worms/Hemorrhaging
Black Willow Bark: Astringent; Antiseptic
Blue Mallow: Cures Coughs/Colds
Borate: Removes Fear
Box Leaf: Tonic; Blood Purifier
Bugle: Cures Gastrointestinal Disorders/Hemorrhaging
Butterbur: Cures Fever/Urinary Disorders
Byrony: Healing; Cures Paralysis/Bruises
Cabbage Juice: Used For Ulcer/Stomach Treatment
Castor Oil Bean: Cures Constipation/Stomach Cramps; Relieves Skin/Eye Problems; Make Potion of See Invisible/Potion of
Sight
Catnip: Stimulates Appetite; Cures Bronchitis/Diarrhea; Make Potion of Heroism
Cayenne Pepper: Cures Stomach Pains/Cramps
Celandine: Causes Charm
Chaulmoogra Oil: Cures Fever/Skin Eruptions; Sedative
Chicory: Causes Friendship
Chives: Cures Anemia/Colds/General Diseases
Cinquefoil: Increases Charisma
Clary: Aphrodisiac
Cloves: Cures Nausea
Coriander: Cures Disease/Rheumatism/Joint Pain; Tonic
Couchgrass: Cures Bladder/Urinary Infections
Crocus: Cures Paralysis
Cucumber: Cures Heart/Kidney Problems/Inflammation
Cumin Seed: Stimulant
Daffodil: Healing
Dandelion: Diuretic; Purgative; Stimulant
Dill: Aphrodisiac; Cures Upset Stomach/Insomnia
Eucalyptus: Deodorant; Antiseptic; Cures Sore Throat/Lung Diseases
Euphorbia: Grants Heroism
Eyebright: Cures Blindness; Astringent
Fennel: Protection from Spirits; Used For Digestion/Weight Control/Muscle Tone/Reflexes/Vision; Other Minor Abilities
Fenugreek: Stimulant
Fig: Demulcent
Flag: Protection from Passion
Flax Weed: Cures Skin Irritations; Detect Spirits
Fumitory: Cures Melancholia
Garlic: Protection from Vampires; Cures Coughs/Colds; Blood Purifier; Detoxifier
Gentian: Protection from Disease; Poison Antidote; Tonic; Cures Fever
Geranium: Alkalizer
Germander: Relieves Pain
Grape Juice: Blood Fortifier
Hartstongue: Cures Liver/Spleen/Bladder Disorders
Hazel: Divination
Hedge Mustard: Cures Throat/Lung Problems
Hemp: Detect Spirits; Stimulant
Henbane: Evoke Spirits
Honeysuckle: Cures Liver/Spleen/Respiratory Disorders
Hops: Has Calming Effect on Nervous System
Horehound: Soothes Coughs
Horseradish: Tonic
Horsetail: Cures Lung Disorders/Heart Diseases; Make Potion of Gas Immunity; Make Potion of Breathe Without Air
Hyssop: Anti-Parasitic; Cures Respiratory Problems/Jaundice/Cuts/Wounds; Tonic; Blood Purifier; Other Minor Abilities
Irish Moss: Cures Coughs/Scalds/Burns
Ivy: Causes Friendship
Jambul Seed: Cures Diabetes
Juniper: Neutralizes Toxins; Aphrodisiac; Stimulant; Disinfectant; Cures Venereal Disease; Other Minor Abilities
Jurubera: Cures Anemia
Larch: Causes Boldness/Audacity
Larkspur: Removes External Parasites
Laurel: Cures Mental Disorders
Leek: Cures Anemia/Colds/General Diseases
Lemon: Cures Colds/Coughs/Sore Throat
Lichen : Causes Refusal
Licorice: Cures Bronchial Problems
Lily-Of-The-Valley: Heart Tonic
Linden: Causes Compliance/Gentleness
Linseed: Precognition
Lobelia: Causes Hostility/Aggression
Locust: Speak With Dead
Lupine: Causes Voraciousness
Lychis: Causes Passivity
Mace: Stimulant
Mint: Causes Loyalty; General Panacea; Cures Insomnia/Headache/Stomachache/Nervous Problems/Heartburn/Nausea
Mistletoe: Increases Lock-Picking; Cures Circulatory Problems/Arteriosclerosis/Convulsions/Hysteria/Typhoid Fever; Causes
Nausea; Makes Potion of Charisma/Potion of Fire Immunity/Potion of Flying; Make Amulet of Protection; Narcotic; Tonic
Moonwort: Heals Burns; Heals Broken Bones
Moss: Heals Burns
Mugwort: Premonition
Mulberry: Laxative
Mustard Seed: Causes Indifference/Apathy
Nettle: Protection from Evil
Nutmeg: Mild Hallucinogen; Mild Stimulant; Cures Nausea/Vomiting/Diarrhea
Oak Leaf: Grants Victory
Oats: Causes Recklessness; Cures Chest Problems
Oleander: Increases Comeliness
Olive: Causes Passion
Onion: Poultice
Oregano: Cures Stiff Joints; Germicide; Painkiller
Paprika: Cures Colds; Mild Stimulant; Poultice
Parsley: Protection from Evil; Blood Purifier
Parsnip: Cures Fever
Peach Seed: Cures Fever; Blood Tonic
Peony: Cures Insanity
Pepper: Cures Sprains/Neuritis
Periwinkle: Promotes Happiness
Plantain: Relieves Skin Irritations; Cures Minor Wounds/Stings/Rashes
Pomegranate: Nerve Sedative
Purslane: Detect Illusion
Radish: Cures Gall Bladder Problems/Rheumatism/Coughs; Blood Purifier
Rampion: Relieves Fear
Raspberry: Cures Fever; Tonic
Red Clover: Soothes Coughs; Make Minor Healing Potion; Make Food of 3 Petals
Red Heather: Minor Abilities
Rhubarb: Astringent; Cathartic
Rosemary: Promotes Healing; Germicide; Muscle Tonic; Drives Away Evil Spirits
Rowan: Grants Resistance against Necromancy
Saffron: Increases Luck; Causes Sleep; Cures Coughs/Stomach Gas/Insomnia/Scarlet Fever/Measles/Respiratory Disorders;
Paralytic
Sage: Restores Memory; Cures Trembling/Depression/Vertigo/Wounds/Nervous Conditions/; Tonic
Scopolis: Nerve/Muscle Sedative; Painkiller; Cures Coughs
Self-Heal: Promotes Healing
Senna: Purgative
Shepherds Purse: Heals Burns
Strawberry: Cures Eczema/Acne/Vision
Summer Savory: Blood Purifier; Cures Palsy
Sunflower: Causes Truth
Sycamore: Causes Curiosity
Tansy: Protection from Magical Influence
Tea: Poison Antidote
Thistle: Poison Antidote
Thyme: Anti-Parasitic; Antiseptic; Blood Purifier
Trefoil: Antidote for Insect Bites
Turnip: Cures Mouth/Throat Disease
Vervain: Grants Courage
Whortle: Relieves Fear
Whortleberry: Causes Treachery/Betrayal
Willow: Causes Sorrow; Cures Internal Bleeding/Fever/Dysentery/Food Poisoning; Make Potion of Energy Immunity; Make
Lightning Rod
Wolfbane: Protection from Lycanthropes
Wormwood: Anti-Parasitic; Causes Seizures; Addictive; Make Goblin Repellent
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-
paladin2019
- Ungern
- Posts: 90
- Joined: Wed Jan 21, 2009 8:00 am
Re: We don't need no stinking clerics ... sort of ...
ghostSmacker wrote:
What system do you use for criticals? They usually hurt the players more anyway by virtue of the fact that the protagonists generally outnumber the party and so the GM is rolling to hit more often.
Simplified 3.x, roll again to confirm and do double damage.
ghostSmacker wrote:
For 3.5 we used Monte Cooke's Health & Grace system from his Book of Experimental Might, which sounds similar, although nothing could hurt your hit points directly unless all of your fast healing 'grace' points were gone. It worked really well with a slow attrition of your 'real' hit points and we actually had a cleric who could do interesting things. Fights could quickly become dangerous too when everybody ran out of grace....
Funny enough, this version is better for CnC. Because CnC characters have low Con bonuses and more modest Con scores, their ratio of Health/Grace is different. More of their HP total will be Grace points. Hmmmm.[/i]
- Go0gleplex
- Greater Lore Drake
- Posts: 3723
- Joined: Fri May 30, 2008 7:00 am
- Location: Keizer, OR
In 2e 12 yrs+ ago, we used to let anyone bind wounds, restoring 1 hp. If they had the healing skill, they could do 1d4, if they had herbalism and healing it was 1d4+2...but could only be used on any character once unless they were wounded again.
(Yes, we actually had a thief kill a fellow PC by accident trying to wound them again in order to try to heal them some more...he rolled a crit on his to hit roll "sparring".)
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The obvious will always trip you up FAR more than the obscure.
Baron Grignak Hammerhand of the Pacifica Provinces-
High Warden of the Castles & Crusades Society
(Yes, we actually had a thief kill a fellow PC by accident trying to wound them again in order to try to heal them some more...he rolled a crit on his to hit roll "sparring".)
_________________
The obvious will always trip you up FAR more than the obscure.
Baron Grignak Hammerhand of the Pacifica Provinces-
High Warden of the Castles & Crusades Society
"Rolling dice and killing characters since September 1976."
"Author of Wardogs! and Contributor to Iron Stars and Starmada-Admiralty ed."
"Certified crazy since 2009."
"Author of Wardogs! and Contributor to Iron Stars and Starmada-Admiralty ed."
"Certified crazy since 2009."
-
imneuromancer
- Mist Elf
- Posts: 48
- Joined: Mon Jun 16, 2008 7:00 am
already a thread on this
there is already a thread on this topic, kinda: http://www.freeyabb.com/phpbb/viewtopic ... llordgames
The more I think of it, the more I think that clerics shouldn't be a required class. Having "healing surges" or something like that would allow people who DO want to play clerics to memorize spells other than Cure spells.
So yeah, ditch all healing spells (maybe they don't work in your world!) and institute a system of "healing surges" that allow characters to heal their own wounds, get second winds, and generally do without healing from a cleric.
The more I think of it, the more I think that clerics shouldn't be a required class. Having "healing surges" or something like that would allow people who DO want to play clerics to memorize spells other than Cure spells.
So yeah, ditch all healing spells (maybe they don't work in your world!) and institute a system of "healing surges" that allow characters to heal their own wounds, get second winds, and generally do without healing from a cleric.
I was thinking about this today, if you wanted to take away healing spells, there is already a mechanic in place to replace them; the paladins Lay on Hands ability. Just increase the uses per day, say to something like 3/day + Cha/Wis bonus. It's a simple change up.
R-
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Rigon o' the Lakelands, Baron of The Castles & Crusades Society
The Book of the Mind
R-
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Rigon o' the Lakelands, Baron of The Castles & Crusades Society
The Book of the Mind
Castles & Crusades: What 3rd Edition AD&D should have been.
TLG Forum Moderator
House Rules & Whatnots
My Game Threads
Monday Night Online Group Member since 2007
TLG Forum Moderator
House Rules & Whatnots
My Game Threads
Monday Night Online Group Member since 2007
You can also give everyone a sort of Fast Healing, a la the monk class as well. Usable X / day for Y / level, but have to be Z level to gain it, to prevent low level PCs from fearing death at every opportunity. Maybe something like heal 1 HP / level, 1 time / day / 3 levels, gained at level 3. Dunno, could work. Just sort of depends what you're looking to do.
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