Marn wrote:
Just a humble suggestion that may give you some ideas, please disregard or subsume at will.
Kindest regards.
It certainly looks like a workable approach in general - but in my own game it's probably going to be different. That's mainly because back in the 1990s I wrote a 'netbook' on Herbalism for RPGs (mostly D&D variants) that is still floating around the web and has a surprising number of people still using it in AD&D and D&D games. I also produced a sort of version of it for Dragon Warriors.
And in the near future, I am planning on redoing it - almost from scratch (a necessity to avoid Copyright issues which didn't matter much in a free netbook, but would matter in something I actually intend to sell) - for publication, and I'll be using it in my games as well (the 'Dragon Warriors' version will be free, of course).
I think it's far too complex for
most DW games, and I like your idea as a general approach - but in my own campaign, some of the players have got used to the complex herbalism rules and seem to like them.
There is also a Herbalism skill (which I wrote) in
Cadaver Draconis that I think could be reasonably adapted to a Secondary skill.