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Cooking Tradeskill Change
Posted: Sun Sep 28, 2014 12:34 am
by The Rambling Midget
Remove all of the potions and let that be the domain of brewers.
Replace the potions with a variety of single use, non-magical, targeted cures/buffs which are made from mostly plants and animal parts, with the occasional rare ingredient for more valuable effects. Include more powerful distillates of existing natural effects.
Cures and buffs should have a single purpose, so that there isn't just one panacea that everyone stocks up on.
Examples:
- Guaji Extract - Guaji Root, Water - Increases movement speed by 10% for 5 Turns
- Antidote - Mintspear, Nuts, Water - Removes common, non-magical poisons (not including player crafted poisons)
- Minotaur Tincture - Horn of a Magical Creature, Spirits, Harnak Seed - Gives 3/- DR vs Physical for 5 Turns
Re: Cooking Tradeskill Change
Posted: Sun Sep 28, 2014 1:36 am
by DestroyerOTN
The Rambling Midget wrote:
[*]Antidote - Mintspear, Nuts, Water - Removes common, non-magical poisons (not including player crafted poisons)
So nothing past level 8.

Re: Cooking Tradeskill Change
Posted: Sun Sep 28, 2014 1:43 am
by The Rambling Midget
DestroyerOTN wrote:So nothing past level 8.

1. What do you mean?
2. Don't get hung up on it. It's just an example, which has a 99.9% chance of not being implemented.
Re: Cooking Tradeskill Change
Posted: Sun Sep 28, 2014 3:24 am
by DestroyerOTN
Common, nonmagical poisons... few -do- fall under that category. I mean, I believe I can count on one hand the amount of times I've fought something that had any poisons that wasn't a run-of-the-mill spider, or with anything beyond a negligible DC
Not getting hung up on it, just an evaluation

Re: Cooking Tradeskill Change
Posted: Sun Sep 28, 2014 3:37 am
by The Rambling Midget
DestroyerOTN wrote:Common, nonmagical poisons... few -do- fall under that category. I mean, I believe I can count on one hand the amount of times I've fought something that had any poisons that wasn't a run-of-the-mill spider, or with anything beyond a negligible DC.
That part of the suggestion was intentional. I like the idea of an herbalist being able to combat poisons which occur in nature, but I don't like the idea of there being a universal antidote. Magical/complex poisons deserve a bit more attention. There's already magic and healing kits to deal with those.
This would be a means of dealing with nuisance poisons, without the need for a heavy class/skill investment, while still allowing more deadly substances to retain their power.
Ultimately, that's the sort of trend that I'd like to see from cooking/herbalism: widely accessible buffs/cures which remain useful enough that they're worth obtaining, even if they're not overly powerful.
Re: Cooking Tradeskill Change
Posted: Sun Sep 28, 2014 4:47 am
by DestroyerOTN
Can support this
Re: Cooking Tradeskill Change
Posted: Sun Sep 28, 2014 7:37 am
by Winter83
A very good idea TRM.
I can totally imagein seasonal resources too, that can be harvested for potions. But they spawn only at certain seasons. (I.e. Lady's tear bushes can be used for healing potions, but the bushes only appear at Summer-Fall. )
A lot of room here to play with new ideas.
Herbalism enhanced.
Re: Cooking Tradeskill Change
Posted: Sun Sep 28, 2014 10:16 am
by Yma23
I really like this idea. Especialy because it gets rid of the need for bottles which, basically, nurfs the current potions.
So yes, really love it!
Re: Cooking Tradeskill Change
Posted: Sun Sep 28, 2014 11:51 am
by AdreannaDrea
Playing a herbologist physician currently, I can entirely get behind this.
Re: Cooking Tradeskill Change
Posted: Sun Sep 28, 2014 3:16 pm
by Rattus_norvegicus99
Am I missing something - is there now a brewing trade skill?
Re: Cooking Tradeskill Change
Posted: Sun Sep 28, 2014 3:23 pm
by yellowcateyes
Likely referring to the basic Brew Potion feat.