09-16-2020, 10:30 AM | #11 | |
Join Date: Aug 2004
Location: Pacheco, California
|
Re: Healing Mushrooms
Quote:
Alchemical Mushrooms are named such because they usually grow in sewers downstream from the Alchemist district. Roll randomly which potion each mushroom in the patch has the effect of. Chemists and Alchemists can identify their own types as per potions while Expert Naturalists can use the same procedure to identify any type. When used roll 2d6 and if the number rolled is less than the number of days since that mushroom sprouted it has no effect.
__________________
-HJC |
|
09-16-2020, 07:00 PM | #12 |
Join Date: Apr 2018
Location: Idaho Falls
|
Re: Healing Mushrooms
why is it not simpatico with the general rules of the game where low rolls are good. If you roll less than the number of days since it was picked it heals, if you roll 18 it does d6 damage, 17 acts wild, on a 4 it heals and adds +2 to strength for a number of minutes equal to the original target needed, on a 3 those minutes become hours.
|
09-17-2020, 09:27 PM | #13 | |
Join Date: Jul 2018
|
Re: Healing Mushrooms
Quote:
|
|
09-17-2020, 09:37 PM | #14 |
Join Date: Oct 2015
Location: New England
|
Re: Healing Mushrooms
|
09-18-2020, 04:01 PM | #15 |
Join Date: Apr 2018
Location: Idaho Falls
|
Re: Healing Mushrooms
What?
If it has been more than 14 days since the potion/concoction was created is is guaranteed to work, unless something went incredibly wrong while it was fermenting - i.e. only a critical fail roll will cause harm. Meanwhile if it is less than 14 days it is risky, might not work at all, but can still be critical dangerous, and on critical success it is always a good thing. I really do not see hw that is more complicated than what was originally offered The way it was originally presented, it has a chance of doing harm, always, but if you wait long enough it might be nothing at all because you cannot roll higher than the number of days since it was created. |
09-18-2020, 06:52 PM | #17 |
Join Date: Jun 2008
Location: Boston area
|
Re: Healing Mushrooms
I think it's a great idea. Seems likely I'll steal it.
|
09-19-2020, 08:13 AM | #18 |
Join Date: Jun 2008
Location: Boston area
|
Re: Healing Mushrooms
In fact, I definitely have stolen the idea, with a modest alteration.
I find hallucinations difficult to play, for both the players and the GM. Instead of hallucinations, a roll of 4 produces violent nausea, with the character incapable of action for 12 turns and a loss of 1 ST. I made both the poison and the nausea have 5/ST save rolls, so that the players think they have a chance to avoid the ill effects (but it's not much of a chance). |
|
|