As a concept I want to make a full food system for all my campaigns that give temporary buffs. Like axebeak meat giving an melee attack boost, and hot cocoa that gives cold resistance.
It’s basically impossible to implement without having dozens of hours spent creating individual magic item consumables for them. I would say just make a list of all of it somewhere and just have them add the item's name into the player's character sheets.
I would suggest creating a list elsewhere, e.g. a drive spreadsheet. List the food, price, ingredients, and benefits. Share the list with your players (or don't) and have them say what they want to eat. Then just grant them the temporary boost and track it manually.
Start the other way round. Create a list of effects that food can give, and then allow the players to make whatever they want an grant them whichever boon makes the most sense given what they decide to cook.
For instance:
Well Fed -> gain 10 temporary hit points (any large rich meal that doesn't grant other boons) Hydrated -> advantage on saving throws against exhaustion (drinking any beverage that doesn't grant other boons). Warmed -> gain resistance to cold damage (e.g. spicy food) Cooled -> gain resistance to fire damage (e.g. ice cream) Holy -> gain resistance to necrotic damage (e.g. holy water) Corrupted -> gain resistance to poison damage (e.g. zombie flesh) Intoxicated -> gain advantage on saves vs frightened. (e.g. alcohol) Energized -> gain advantage on DEX and INT based attacks (e.g. coffee) Calmed -> gain advantage on WIS based attacks and saving throws (e.g. camomile) Sweet Scented -> gain advantage on CHA based attacks (e.g. cake) Protein-rich -> gain advantage on STR based attacks (e.g. mammoth steak)
Start the other way round. Create a list of effects that food can give, and then allow the players to make whatever they want an grant them whichever boon makes the most sense given what they decide to cook.
For instance:
Well Fed -> gain 10 temporary hit points (any large rich meal that doesn't grant other boons) Hydrated -> advantage on saving throws against exhaustion (drinking any beverage that doesn't grant other boons). Warmed -> gain resistance to cold damage (e.g. spicy food) Cooled -> gain resistance to fire damage (e.g. ice cream) Holy -> gain resistance to necrotic damage (e.g. holy water) Corrupted -> gain resistance to poison damage (e.g. zombie flesh) Intoxicated -> gain advantage on saves vs frightened. (e.g. alcohol) Energized -> gain advantage on DEX and INT based attacks (e.g. coffee) Calmed -> gain advantage on WIS based attacks and saving throws (e.g. camomile) Sweet Scented -> gain advantage on CHA based attacks (e.g. cake) Protein-rich -> gain advantage on STR based attacks (e.g. mammoth steak)
I was thinking like that and TOTK ingredient system for buffs like. this item when cooked gives buffs but when mixed the buff is not there.
I was thinking like that and TOTK ingredient system for buffs like. this item when cooked gives buffs but when mixed the buff is not there.
There are >100 different monsters, with let's say on average 2 different ingredients that could be extracted, if a recipe includes only 2 ingredients that's still 40,000 different possible recipes. That's before including spices / herbs, or plant ingredients, or anything your creative set of players come up with. TOTK works because the game hard limits the options the player has for ingredients, there is no room for creativity in ingredient extraction. TOTK also has a computer to do all the remembering of the thousands of different recipes. That's not generally how D&D works, if you have a cooking system and the players want to throw in a hag's toenail and a unicorn's tail hair, you can't just say "no that's not a possible ingredient". You will need to invent on the fly what that will create.
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As a concept I want to make a full food system for all my campaigns that give temporary buffs. Like axebeak meat giving an melee attack boost, and hot cocoa that gives cold resistance.
So... how do I make all ingredients and meals?
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It’s basically impossible to implement without having dozens of hours spent creating individual magic item consumables for them. I would say just make a list of all of it somewhere and just have them add the item's name into the player's character sheets.
I would suggest creating a list elsewhere, e.g. a drive spreadsheet. List the food, price, ingredients, and benefits. Share the list with your players (or don't) and have them say what they want to eat. Then just grant them the temporary boost and track it manually.
Thought that would be best.
Join my cult The Hollow Knight Cult
Start the other way round. Create a list of effects that food can give, and then allow the players to make whatever they want an grant them whichever boon makes the most sense given what they decide to cook.
For instance:
Well Fed -> gain 10 temporary hit points (any large rich meal that doesn't grant other boons)
Hydrated -> advantage on saving throws against exhaustion (drinking any beverage that doesn't grant other boons).
Warmed -> gain resistance to cold damage (e.g. spicy food)
Cooled -> gain resistance to fire damage (e.g. ice cream)
Holy -> gain resistance to necrotic damage (e.g. holy water)
Corrupted -> gain resistance to poison damage (e.g. zombie flesh)
Intoxicated -> gain advantage on saves vs frightened. (e.g. alcohol)
Energized -> gain advantage on DEX and INT based attacks (e.g. coffee)
Calmed -> gain advantage on WIS based attacks and saving throws (e.g. camomile)
Sweet Scented -> gain advantage on CHA based attacks (e.g. cake)
Protein-rich -> gain advantage on STR based attacks (e.g. mammoth steak)
That makes a lot of sense.
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I was thinking like that and TOTK ingredient system for buffs like. this item when cooked gives buffs but when mixed the buff is not there.
Join my cult The Hollow Knight Cult
There are >100 different monsters, with let's say on average 2 different ingredients that could be extracted, if a recipe includes only 2 ingredients that's still 40,000 different possible recipes. That's before including spices / herbs, or plant ingredients, or anything your creative set of players come up with. TOTK works because the game hard limits the options the player has for ingredients, there is no room for creativity in ingredient extraction. TOTK also has a computer to do all the remembering of the thousands of different recipes. That's not generally how D&D works, if you have a cooking system and the players want to throw in a hag's toenail and a unicorn's tail hair, you can't just say "no that's not a possible ingredient". You will need to invent on the fly what that will create.