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.