Author Topic: Herbs and Poisons and races  (Read 1399 times)

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Offline Jengada

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Herbs and Poisons and races
« on: December 28, 2017, 06:08:07 PM »
I am considering making natural (nonmagical) herbs and poisons work identically, in the sense that both are chemicals introduced into a body that the body may or may not affect the individual. This would have a big effect, with respect to some races, especially halflings, dwarves, and elves - they would be very resistant to both poisons and herbal effects. I don't recall there being any rules along these lines, and wonder whether (a) I'm mistaken and there are rules, or (b) someone has done this and was happy with the results.
Magical herbs/poisons would be an altogether different issue, but I'd probably make them follow as similar a mechanic as possible.
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Offline Peter R

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Re: Herbs and Poisons and races
« Reply #1 on: December 29, 2017, 01:44:40 AM »
I have done this and went a step further and based the effectiveness of the herb on RR failure just as I do for poisons.

It works well as soon as your players get the idea that the herb may not be as effective as it says in the book.
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Offline Majyk

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Re: Herbs and Poisons and races
« Reply #2 on: December 30, 2017, 01:12:45 AM »
As with spells, make a -50RR mod for a "willing target".

Offline Peter R

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Re: Herbs and Poisons and races
« Reply #3 on: December 30, 2017, 01:48:21 AM »
This appeoach make complete sense if you imagine the person applying the herb having miss identified one and administering a poison by mistake. Why would the herbs take automatic effect but the poison get an RR?
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Offline Jengada

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Re: Herbs and Poisons and races
« Reply #4 on: December 30, 2017, 01:24:00 PM »
As with spells, make a -50RR mod for a "willing target".

I was pondering this when I first posted. To me, the -50 for willing on spells reflects a voluntary lowering of a personal magic barrier. I'm not sure I would rule that way for natural chemicals, like herbs. I realize, though, that NOT making some such allowance would mean certain races, or fighters with high CO, would be difficult to heal, or otherwise affect with herbs. Maybe herbs would have high "attack levels"? Or, there could be one high-level herb that makes other herbs taken within 1 round more effective? That, of course, would also mean it makes poisons more effective...
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Offline Spectre771

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Re: Herbs and Poisons and races
« Reply #5 on: January 03, 2018, 07:05:46 AM »
As with spells, make a -50RR mod for a "willing target".

There's not much of a resistance to it if it is willingly ingested. :D

There are RR vs. poison for a race and that can very easily apply to RR vs. "chemicals."  RR to poison is really just a resistance vs. a chemical that has been introduced to a body.  My wife takes 3 "fake-Advil" for her headache, where I take only one and it is sufficient for me.  It's just how our bodies metabolize the chemical and if you wish, it represents our body's "resistance" to the chemical even though it is a healing chem.  Advil is good for you... but too much will kill you.  It's still a foreign chemical being introduced to the body.

The stats for hundreds of Herbs, Poisons, and Rotten Things are listed through a number of companions including level of "herb", difficulty finding, and Addiction Factor.  I like using the Addiction Factor as well.  Some herbs (poison or healing) have an addiction factor of 50 and higher.  I take that to show the potency of the drug being administered.  Just as in real life, a little codeine for the flu is good... however, it's also an addictive narcotic that some people get addicted to.  If you wanted to increase the "realism" to the game, having RR vs. any herb/poison/medicine will do it.

RM2 has Drug Tolerance as a skill too.  That can also be used for better or for worse when administering healing chems or resisting poison.... or too much Dwarfen ale.
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