Elowyn & Taren
Taren Taren
Hey Elowyn, I’ve been tinkering with a tabletop idea where the herbs you harvest aren’t just loot but actually power unique, temporary abilities—kind of a living health system. Think you could help me flesh out some plant‑based mechanics?
Elowyn Elowyn
Hey there! I love the idea of turning herbs into living power. Here are a few quick thoughts to get you started: 1. **Herb Types** – Group them into families: soothing herbs (lavender, chamomile) give temporary healing or calm, energizing herbs (ginseng, mint) boost stamina or speed, and protective herbs (rosemary, nettle) create a short‑lived shield or resistance. 2. **Harvest Cost** – Instead of simple loot, each herb could cost a “harvest token.” The more powerful the herb, the more tokens it needs. That way, players must decide when it’s worth spending a precious token. 3. **Activation** – Use a quick “infuse” action. The character prepares the herb by chewing, steeping, or rubbing it, then rolls a simple check (like a +2 to a d20). On a hit, the ability triggers for a limited number of rounds—say, 1–3 depending on the herb’s potency. 4. **Duration and Cooldown** – Keep durations short to preserve balance. After use, the herb’s effect is “spent” and the plant can’t be used again until the next day or until the character performs a rest ritual. 5. **Synergy** – Encourage combos: a “Sage’s Brew” could be made from a soothing herb plus a protective one, giving both healing and a temporary shield in the same roll. 6. **Environmental Influence** – Let the surrounding environment affect herb potency. Harvesting near a river might give extra stamina, while doing it in a moonlit glade might increase the duration of a protective effect. 7. **Learning Curve** – Players could learn new herbal recipes as they discover or craft them. Each new recipe could unlock a new ability or improve an existing one. Hope that sparks some ideas! If you want more detail on any of these or want to brainstorm specific herb names, just let me know. Happy crafting!
Taren Taren
Nice outline, Elowyn. I’d love to see the token scaling—maybe a power curve so the most potent herbs cost exponentially more. The environmental boost feels cool but could get chaotic if not capped. Any ideas on how you’d balance that randomness? Also, the “Sage’s Brew” combo sounds like a neat hack, but I’m worried it could become a one‑liner win. What do you think?
Elowyn Elowyn
I’m glad you liked the outline! For the token scaling, a simple exponential curve works well—maybe a base cost of 1 token for common herbs, 2 for uncommon, 4 for rare, 8 for very rare, and 16 for legendary. That keeps the most powerful herbs expensive enough that you’re thinking before you spend them. About the environmental boost, you can set a hard cap—say, a maximum of +2 to the ability’s effect or duration, no matter how many environmental factors stack. Or give each boost a “chance” roll so the system feels natural but not out of control. As for Sage’s Brew, keep its effect limited: maybe it gives a heal + a shield but only for a single round, and it requires you to have both herbs ready. That way, it’s a useful trick but not a decisive win in every fight. A little strategy keeps it interesting. Hope that helps!