Ok, here's a suggestion (Windemere, Greneth your objections are expected, so I can shoot them down):cotillion wrote:From a wizard point of view there are a number of problems with herbs.
- Herbalism skill means very little, you get little additional benefit from being able to identify a herb
- Herb growth is problematic, the 'rarity' of herbs is not enforced in any way. This leads to the more abundant less powerful herbs never being used.
- Some herbs 'cheat' by providing long duration effects making other herbs less valuable.
Plenty to do for whoever wants to fix herbs!
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- Herbalism skill limited to 15 skillevels in all adventurer guilds.
- Herbalism skill limited to adventurer guild level in all racial guilds
- Herbalism skill limited to 30 in Gardener craftsman branch.
- Herbalism skill limited to 50 in Gardener layman branch.
- Herbalism skill limited to 50 in;
- Elemental Worshippers of Calia
- Heralds of the Valar
- Academy of Elemental Arts
- Necromancers Of Vile Darkness
- Herbalism skill for occupational guilds reliant on herbs limited to 100:
- Morgul Mages
- Rangers of the Westlands
- Spirit Circle of Psuchae
- Priests of Takhisis
Now, having made such a change like this, the effects of herbs can be made different as well.
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GIVEN_HERB_EFFECT / 100 * player(skill_herbalism) = ACTUAL_EFFECT
With such a change, one can then allow for the consumption of 20 herbs/5 minutes. The result of this would look like this:
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Basis for the examples: The herb X. Previously one could eat 5 of the herb X in five minutes. Change, now one can eat 20 in 5 minutes. What would then the effect be, compared, if there is a skill-based value set on the effects of X. Original effect we know would be 5X in 5 min.
- Player A, all fighter, skill: confident amateur (15).
Effect of 20 herbs after change would be: 3X -> down two.
- Player B, all fighter, gardener, skill: superior layman (30).
Effect of 20 herbs after change would be: 6X -> up one.
- Player C, layman gardener, herald, necro, EW or academic, skill: superior journeyman (50).
Effect of 20 herbs after change would be: 10X -> up five (doubled).
- Player D, occupational magic using guild, limited, skill: confident veteran (75).
Effect of 20 herbs after change would be: 15X -> up ten (tripled).
- Player D, occupational magic using guild, unlimited, skill: superior guru (100).
Effect of 20 herbs after change would be: 20X -> up fifteen (quadrupled).
Also, I can hear the cries in the background now "But what about us, we got herbalism skill now" coming from various places, like the monestary of the Dragon Order, and "why are not we up there, we use mana!!" from the Minstrels.
Answers are:
- Dragon Order, why do you have herbalism? Any real reason other than "it seemed like a good idea at the time" ?
- Minstrels, you are singers, not magic users, that you have some small magic songs that give effects doesn't really amount to being knowledgeable of herbs. Don't like it? Write a sad balad about it.