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[Trade] Apothecary
Posted: Fri Mar 01, 2013 1:49 pm
by Lysha
Something I thought of as I fell asleep, so I'm trying to recreate my thoughts.
It started with a thought to mortar and pestle (because my mind wanders when I'm trying to fall asleep), then a thought to "what if we could collect different kinds of herbs, roots, and other ingredients to make simple healing drafts, poisons, poultices, and such?"
Plus side:
*Another crafting trade with obvious benefits
*A way to bring herbs and the feel of herbal remedies to the game
(note: I recall that the ranger quest had a section on herb lore and gathering, so there is a slight base)
*More incentive to travel for ingredients
*Quests?
Negative side:
*Clash with healing from brewing and clerics
*Tedium of item collection
*Accidental poisons? (though, this could work as a plus as well?
)
*Possible lack of appeal and/or man-power to implement(?)
Anyway, of course I know nothing of apothecaries and the like, but it was a thought!
Discussion?
Re: [Trade] Apothecary
Posted: Fri Mar 01, 2013 5:01 pm
by Selveem
Lysha wrote:Something I thought of as I fell asleep [...] It started with a thought to mortar and pestle
Does not compute.
Why are you thinking of herb as you're falling asleep? >.>
In any case, long overdue, I say. You could also combine herbs to make creams that can be applied to the in-game bandages to create something that gives you a regen benefit.
I support.
Re: [Trade] Apothecary
Posted: Fri Mar 01, 2013 5:19 pm
by Kethyean
Negative side:
*Clash with healing from brewing and clerics
Natural remedies wouldn't clash with god given healing or even a potion. It'd probably give it a little boost.
Re: [Trade] Apothecary
Posted: Fri Mar 01, 2013 6:46 pm
by Lysha
Kethyean wrote:Negative side:
*Clash with healing from brewing and clerics
Natural remedies wouldn't clash with god given healing or even a potion. It'd probably give it a little boost.
What I meant is some may think that people may chose to use this over brewed potions or clerics. I do think that natural remedies would work well in conjunction with healing prayers and/or potions.
Re: [Trade] Apothecary
Posted: Fri Mar 01, 2013 7:17 pm
by Tyeslan
Don't we have herbalism already coded in the game? Would this be something like it?
Re: [Trade] Apothecary
Posted: Fri Mar 01, 2013 8:00 pm
by Mele
Herbalism is not 'in game' but it is 'in game' - so to say. It exists, but it's not fined tuned or available. Suggestions for it may be helpful to get it going!
Re: [Trade] Apothecary
Posted: Fri Mar 01, 2013 8:12 pm
by Alitar
I'd like to see herbal poulstices that increase your regen rate and things such as that. Outright healing from herbs doesn't seem fitting to me, but things that increase your regen rates or give minor buffs seem good.
Re: [Trade] Apothecary
Posted: Fri Mar 01, 2013 11:58 pm
by Athon
I strongly support the addition of more trades to FK. Trades are fun and lead to player-interactions. This is one that could be fun and useful and could really apply to anyone.
Re: [Trade] Apothecary
Posted: Sat Mar 02, 2013 11:20 pm
by Nearraba
It's good to know I'm not the only one that thinks about the game when going to sleep. XD
I love this idea, Lysha! Maybe to combine this with the already made up Herbalism!
Plus side:
*Another crafting trade with obvious benefits
*A way to bring herbs and the feel of herbal remedies to the game
(note: I recall that the ranger quest had a section on herb lore and gathering, so there is a slight base)
*More incentive to travel for ingredients
*Quests?
I think all of these pros are on spot! There are also IC books written on herbs that could be used in conjunction, though many of them aren't actually available as items as of yet, atleast not to my knowledge.
Negative side:
*Clash with healing from brewing and clerics
*Tedium of item collection
*Accidental poisons? (though, this could work as a plus as well?
)
*Possible lack of appeal and/or man-power to implement(?)
I don't believe it would clash at all with brewing and healing. The poultice/concoction would be for those times when you're in need and a player cleric/healer isn't reachable. I do not think it should be as strong or the equivalent to a prayer, of course, as something coming from a God should have much more impact. Some herbs to cure wounds, a 'cure light' effect would make sense. Although, I also favor Selveem's idea with being able to apply the salve to a bandage and then the PC.
Collecting is part of the fun! There has to be some work in the trade.
There are a LOT of herbs that you can use to make poisons. I think this part of the trade would benefit our 'evil' side of the playerbase as well. I'd stick this up in the pro's!
I have seen a few players interested IC in reguards to this and even some that have come to me asking if I knew where to learn it. The appeal is certainly there and as Athon said, could really include anyone that wishes that for their roleplay.
The only disadvantage to it would be the work required to flesh out the code and quests and basically remake the trade so that it can work. I'm entirely for this suggestion though and would be excited to help out if it was needed. Thanks for bringing up the ideas!
Re: [Trade] Apothecary
Posted: Sun Mar 03, 2013 12:05 am
by Alitar
I think imbibing these concoctions/applying these poulstices should be very dependant on your aid skill(as well as the herbalism skill of the original maker)
Re: [Trade] Apothecary
Posted: Sun Mar 03, 2013 12:29 am
by Lysha
I'm glad to see so many people have an interest in this.
Alitar wrote:I think imbibing these concoctions/applying these poultices should be very dependent on your aid skill(as well as the herbalism skill of the original maker)
I very much agree with this!
And combining it with herbalism is a grand idea.
Keep the ideas coming!
Re: [Trade] Apothecary
Posted: Wed May 08, 2013 8:43 pm
by Beskytter
I was bummed to find out that Herbalism isn't 'in game' aside from when I got a glimpse of it as a Ranger thing.
It could really be a great lower level trade for healing, and I agree with the idea of applying poultices, infusions, and creams being based on aid skill checks and the competency of the herbalist. Perhaps with a bonus if the herbalist is also the one applying? (Not sure if that's even code possible)
It might be something where herbs are pseudo-randomly found by all PCs like when walking in a forest and getting bark or a branch, or perfectly smooth stones. That way, PC herbalists can give mini quests to low level newbies to go out and collect these herbs, with rarer ones requiring the trade to recognize them. (?)
This also provides a new channel of healings to non magical classes, like fighters and warriors and rogues (oh my). Especially at low levels, and when you can't tell what potions do when you look at them. (Unless your amazing and wonderfully helpful Tempuran Priestess just so happens to label them for you.
Re: [Trade] Apothecary
Posted: Thu May 09, 2013 4:27 am
by Lylena
Beskytter wrote: (Unless your amazing and wonderfully helpful Tempuran Priestess just so happens to label them for you.
No such thing as kind Tempuran Priestesses.
The code labels potions that are made with the brew skill, cleric or wizard. The ones you find randomly are the only potions not labeled, but thankfully
the containers can be reused.
I wanted to echo much the same as everyone else has said. Herbalism would be an excellent addition, and I personally don't think it'd overstep potions made by priests for healing. There's so many various things you could create with herbs! I like the chance to poison, as well. Would make entertaining RP of "Hey, I just put these few herbs together...wanna see what they do?" and play the roulette, similar to getting the unlabeled potions in the wild.
Re: [Trade] Apothecary
Posted: Thu May 09, 2013 5:25 am
by Gwain
I remember reading in the Goldhawk adventure series about warriors chewing gum made from rubber trees and certain barks that would heal them or make them immune to poisons. Being able to make things like that would be great for herbalism or apothecary trades