| Post/Author/DateTime | Post |
|---|---|
| Obscure One07-26-05, 12:46 PM | I know the standard for curing a disease are to be in the care of a healer and succeed a heal check of the prescribed DC, but what about medicinal herbs or brewed combinations of such herbs that serve as an antidote? For example, Filth Fever; it seems like a strong dose of antibiotics would put this type of disease to rest. Basically I'm trying to come up with a way for a party in mid-travel to have, find, or brew something to counteract diseases encountered in a non-magical fashion. |
| ajmastrean07-26-05, 01:31 PM | You seem to have good grasp on some mundane-mechanics that are useful and interesting in terms of RP. ...anyway, we call those things an "equipment" bonus to the Heal check. If you (as DM) decide that certain tonics/herbs are basically a free cure, make it a +10 or +15 to the Heal check... basically, you cannot fail while using the item. To focus more on the skills you could require a Survival/Know(nature)/Heal check to adequately prepare raw herbs into the tonic/salve/whatever to appropriately heal a person. |
| Obscure One07-28-05, 09:34 AM | That sounds like a good way to go about it, thanks for the input! |