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2

Playtesting is the only way to answer this. This will work, that's clear. What you're actually asking for though is, "Will we like this?" Whether you like how it works is something we can't ever answer for you. Playtest it to find out if you like the gameplay it creates.


3

If you hit a public library, walk up to the reference desk, and tell them what you're looking for they'll be glad to help you figure out where to look for books on herbal medicine, historical medicine, alchemy, and related topics. Reference librarians are generally delighted when someone gives them an excuse to play in the collection. And books have the ...


8

The two resources that I've collected (with pretty much the same aim as you), apart from the aforementioned Appendix J in the 1st edition AD&D Dungeon Master's Guide, are: S. John Ross' Rules for Herb-hunting (with Fantasy Examples) Though made for GURPS, it is mostly a framework for how herbalists search for herbs, the quantity they may find, how to ...


3

Save your Mechanics Changes for Experienced Groups You're a first time GM, and you had a lot of difficulty getting your group together. Do you really want to risk adding a broken mechanic to your newly formed group? An easy way to lose players is to have a power imbalance, because certain players will feel that their contributions are nonexistent, and lose ...


7

I really enjoyed some of the entries in this long-ago set of articles on RPG net, Vegetative State. It is a series all about plants and herbs with focus on their uses in gaming. Topics include: foraging medicinal plants poisonous plants mind-altering plants mushrooms legendary plants creating your own magical plants the spice trade


9

Gygax Would Like How You're Thinking The Dungeon Master's Guide (1979) for 1st edition Advanced Dungeons and Dragons has Appendix J: Herbs, Spices, and Medicinal Vegetables (220-1), which alphabetizes a "Plant And/Or special Part" list and provides corresponding "Uses And/Or Powers" for each It doesn't, however, quantify those uses or powers with game ...


8

Making large changes to mechanics is a difficult and rewarding process. Most of the time, the problems that your designs will have won't be obvious until your players have banged on them a little bit. Messing around with mechanics is one of my favorite things to do in tabletop games, so here's a few things to keep in mind as you do it: Make sure you're on ...


2

Too much is if the players say it is too much The only limit to customization is what the players will accept. Although I don't play 3.5 much, I ruthlessly customize in other systems. It helps create exactly the type of game I want. I have never actually had any player object to the ammount of customization (though there are sometimes discussions about ...


9

I say, go for it, but with two important caveats: Get player buy-in Make sure the players are on board for the tweaks you're planning. Are they veteran players used to playing a certain way and might resent it? Do they have certain expectations you'll be breaking? Make sure you don't make unilateral changes to the system. Be prepared to rollback This is ...


0

There are already rules for using double weapons as regular two-handed weapons The weapon’s base damage di(c)e don’t change, but you get the 1½ Str to damage and the increased returns from Power Attack. Between those advantages, and the very high number of feats necessary for TWF, the consensus is actually that this is the optimal way to use double ...


16

To answer your first question, yes, rules for using a quarterstaff that way is already in the rules. They're under "double weapons" and "Two-handed weapons" in the PRD. Double Weapons: Dire flails, dwarven urgroshes, gnome hooked hammers, orc double axes, quarterstaves, and two-bladed swords are double weapons. A character can fight with both ends of a ...


4

Base Damage Should Remain Unchanged The quarterstaff's advantages--as a double weapon, as a two-handed weapon, as a simple weapon, as a monk weapon (okay, not much of an advantage there), and, most importantly for your situation, as a free weapon--are sufficient for a stick. The guard with the feat Power Attack can totally use his feat to the hilt already ...


9

This usage of a quarterstaff is historically attested (in fact, it predates the middle grip we're more familiar with from media), and your houserules seem to be well thought out and balanced well enough. As you say, "All other martial 2HW with 1d8 damage have some special properties," so houseruling a "new" 2H 1d8 martial weapon isn't unbalanced. There are ...


0

Interdisciplinary Speciality (•) - Research What is being described is the ability to research a topic and gain a bonus from that research. This merit (as described in the God Machine rules update) seems as though it would allow you to add a +1 bonus to some roles if the are deemed to line up with being able to research them. Obviously it's far fetched to ...


6

The "Good Brain" merit from Promethean (Strange Alchemies, page 58) is three dots and removes the -3 penalty for unskilled Mental tests. The alternate merit you've proposed is somewhat unclear and complex to a large degree. It appears to involve rolling the dice in the merit in an extended skill check to gain a variable number of phantom dice in a skill or ...



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