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!