Showing posts with label Remedies. Show all posts
Showing posts with label Remedies. Show all posts

Friday, August 28, 2015

Healing, Herbal Remedies, and DRUGS!

You know something that bugs me about 5e? All healing is either magical or hit dice. Even the alternate ranger that Mike Mearls presented us a while ago in an Unearthed Arcana article (Which I previously reviewed), which ostensibly creates “poultices” to heal, doesn’t actually use poultices in any narratively-consistent way. They’re healing potions. All they did was change the word without actually changing how they function.

How a poultice is ACTUALLY applied.

See, I like running games where magic is rare, and healing magic is particularly rare. Therefore, there needs to be additional ways to heal wounds. And not just for PCs. PCs are adventurers. They have money to afford magical healing. They travel with clerics that can cast “cure wounds” on them.

But regular-ass people? What do they do?

They use the 7 secret herbs and spices, man! They have town healers and miracle men that gather flowers and grass and stuff, process it into something useable, and then administer it as best they can. Even alchemical substances are a rare find. Instead, they focus on herbal remedies. Actual poultices and pills that might take a while to work, but get the job done.

And you know what else 5e doesn’t have? DRUGS, MAN! DRUGS! I love drugs in D&D! It’s why the alchemist in Pathfinder was my favorite class. Again, this spawns from the same sort of problem I have with healing. The only way to gain these kinds of temporary benefits—bonuses to damage, advantage on skill checks, improved senses and awareness—is through magic. And that bones games without magical support (or without that particular type of magical support, like games that don’t have a cleric or only have a blaster wizard/warlock/sorcerer).

Therefore, I decided to amend that. Say hello to Herbal Remedies.