RULES FOR FINDING HERBS
Recognizing the herb
First of all, you roll "foraging", or, if you use the RMCII skills, "Herb Lore". Note that the PC should have
chosen a speciality. The difficulty mod could be the herb mod (you can change
it if the herb doesn't use to be there) + 30. Success roll means that the PC
knows how is the herb physically. Optionally, you can make the player
write down on the sheet what herbs does he know, so the next time he is going
to search a herb that he has seen, he don't need to roll again. If the herb is
very common in his country, you can obviate the first roll. If the PC rolled it
once, he shouldn't try it again, until someone explains him or he gains a new
level.
If the PC fails the roll, he won't be able to look
for the herb. He doesn't know how is it physically and/or he doesn't know where
can he find it. Optionally, you could let him search the herb, specially if it
does "bother" the campaign ;)
Search roll
If several PCs are searching, a
roll for each one should be made (Obviously everyone will roll "Herb Lore" or
"Foraging" the first time, but you can give positive mods if any of the party
explains how is the herb). Now, the GM must calculate every modifier to the
search roll (unknown place, many inhabitants/large city near...).
First, you have to look at the herbs table, to
know EVERY kind of herb the PCs can find in such a place (climate/terrain).
There is a herbs table, sorted by climate and terrain, avaliable in ftp.funet.fi,
I think. We apply an extra mod of -30 to every herb that the PCs doesn't
want to look for (that is, every herb except the one they're searching)
Posible results
The herbs found are the herbs
in which the PC roll would be success. How many herbs of each kind, are found
out by rolling 1D10 for each.
Optional: You could let the player go to try to
take every herb he finds. It this is allowed, I would recommend giving a -20
modifier to EVERY herb.
Optional: Although the rules are intended to be
simple, it should sound funny that, if you find a kind of herb that has -20
like the searching mod, you find every other herb (at least, one dose)
with -20 or better (ie. easier) searching mod.
Example
Borangorn, Herb Lore +60, tries
to find the herb Gorfon, which "belongs" to cold climate, alpine terrain. He
rolls Herb Lore, with the normal mods, -10 because is Gorfon (search mod,
applied to the "recognizing" roll, too), +30 for recognizing (not searching)
roll. Let's suppose the roll is a success
Gorfon has a -10 penalty, and Galeaana (the only
other herb in this climate/terrain) has -20, plus -30 because Borangorn is not
searching it explicitly, -50. Supposing 100 = success, Boragorn rolls 69
(beautiful number, uh?). 69 (roll) + 60 (skill total mod) = 129. Now we look
at the herbs list (only Gorfon and Galeaana, in this example), and we calculate
how many of them are found. If we apply the Gorfon modifier, 129-10 = 119, that
is, success. If we apply the Galeaana one, 129-50 = 79, fail. The result is
that only Gorfon doses are found. The number of doses are found out by rolling
1D10, by each kind of herb found (In this case, only one)
Credits
This rules have been made from the ideas of
Oskar Roura Fdez, Ulises Santos Espino and Justin Morgan-Davies, and they have
been compiled and linked :) by me, Esteban Manchado 'ZoSo' <a2092@correo.dis.ulpgc.es>
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