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Of Herbs and Stewed Healers

by admin last modified Jun 01, 2015 11:04 PM
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Of Herbs and Stewed Healers

Posted by admin at June 01. 2015

Posted by Hawkeat October 17. 2014

:)(blatant Tolkien paraphrase)

Regarding healing through skills rather than "magic". No one has to play a dedicated "healer" class if they do not wish. Fighters learn to patch up some of their own wounds (if they wish), druids and rangers use nature's resources when available, etc.

Remember that I will be allowing/using a rich resource for herbs and herb lore in this game. No one is required to have any knowledge in this area, you can just rely on the NPC world to help out if needed (when available of course), but if interested in different paths to healing besides the standard spell-casting....

The following skills need to be picked as skill proficiencies, they will not work effectively if not proficient (can't use raw ability score).

The Medicine (WIS) skill, includes knowing what herbs to use to heal, but wouldn't know about where they grow best and wouldn't be any better than others at finding them in the wild, they would know what to ask for if at a(n) herbalist's hut/shop/cave. This skill also includes the correct preparation and use of the herbs to the maximal healing benefit of the intended target.

The Nature (INT) skill would be best at _knowing_ different types of herbs and where they should be searched for in the wild. But would not be applied to actually find them when searching in the wild. This would also include the correct methods for extraction, storage, and transport to keep the herbs as fresh as possible, and if the herb can be used with little-to-no modification, then what it would be used best for. If requires any kind of significant processing, then would need to rely on the Medicine skill for that knowledge.

Perception (WIS) and/or Survival (WIS) could be used to actually find the various desired herbs once the searcher knew what to look for and where.

So, if someone wanted to be really strong in herb healing lore and seeking, they would want to pick at least two from Medicine, Nature, and/or Perception or Survival.

This encourages the PCs to work together in the different aspects of herb-lore, but also means the whole party _can_ survive without a dedicated healer class if needed.

Feedback and suggestions very much welcomed. This is a first draft for 5e, so very much open to adjustment.

FYI, I will be using a modified version of the ICE MERP Hands of the Healer for the herb list.

Depending on your skill background, you would receive a different version of the list with differing information. If somehow a PC has all 4 skills trained/chosen/developed (Medicine, Nature, Perception, Survival), then that PC could have a copy of the complete list.

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