Re: Herbalism Feedback Requested
Posted: Sat Jan 05, 2013 11:14 pm
I would propose a few things for herbalism stuff.
First of all, herbalists should be able to make all of the appropriate treat materials, and they should be able to string them up thematically. Maybe new crafting style with a few different (new) herbs combined for each.
Then I'd also make it so all of the herbs came in a raw, ingestable form, some of which may not work. And there would be crafting recipes to turn each of them into ingestable teas, dried smokables, applyable salves, and inhalable smelling salts. The strength and duration of each form might be different. Maybe some options wouldn't be available for some that didn't make sense. And all of these should be toolable for thematic stringing.
Eating should also work for ingesting, and appraising herbals should be able to tell you what they have in them, possibly with an herbalism skill check. You should be able force someone restrained or unconscious to ingest, apply or inhale. They shouldn't generally be able to be forced on people in any sort of combative manner unless you already have control over the person. That doesn't make sense for herbs.
For herb affect tweaks, I'd give herbs affects when you take them. For quick-acting purposes, like a sudden burst of energy when you take some coamjar, the affect would allow you to not get the bonus again while it's in effect. So there's no spamming yourself full of floleaf to feel good as new again; just one bump up, and after that you feel a bit ill, having taken too much of it. For longer term affects, such as ridding someone of blindness or corpse rot, the result would instead go in when the affect wears off. This prevents the herb from suddenly being "Poof! I'm better!" but instead more of a curative, long-acting thing that you gradually start to get better. More realstic for what herbs should be thematically, and less magical.
First of all, herbalists should be able to make all of the appropriate treat materials, and they should be able to string them up thematically. Maybe new crafting style with a few different (new) herbs combined for each.
Then I'd also make it so all of the herbs came in a raw, ingestable form, some of which may not work. And there would be crafting recipes to turn each of them into ingestable teas, dried smokables, applyable salves, and inhalable smelling salts. The strength and duration of each form might be different. Maybe some options wouldn't be available for some that didn't make sense. And all of these should be toolable for thematic stringing.
Eating should also work for ingesting, and appraising herbals should be able to tell you what they have in them, possibly with an herbalism skill check. You should be able force someone restrained or unconscious to ingest, apply or inhale. They shouldn't generally be able to be forced on people in any sort of combative manner unless you already have control over the person. That doesn't make sense for herbs.
For herb affect tweaks, I'd give herbs affects when you take them. For quick-acting purposes, like a sudden burst of energy when you take some coamjar, the affect would allow you to not get the bonus again while it's in effect. So there's no spamming yourself full of floleaf to feel good as new again; just one bump up, and after that you feel a bit ill, having taken too much of it. For longer term affects, such as ridding someone of blindness or corpse rot, the result would instead go in when the affect wears off. This prevents the herb from suddenly being "Poof! I'm better!" but instead more of a curative, long-acting thing that you gradually start to get better. More realstic for what herbs should be thematically, and less magical.