In a recent discussion over the new changes to scouts (allowing them to find herbs a status hearlier), I believe Dulrik mentioned his intention to make more significant changes to herbalism in the near future. I don't know how far along this idea is, or to what extent the changes are planned, but maybe it would be useful for us to discuss what we would like to see herbalism become.
Here are the things that I don't like about the current system:
1) "flavor" herbs - dandelions, nuts, poisonous mushrooms. Maybe they are fun for beginning scouts to practice herbalism, but after a certain point they're really just a hassle and a waste of system memory.
2) no cure [edit]deafness[/edit] herb
3) low level cure poison/disease herbs have nearly no chance of working at higher levels.
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Here are my suggestions:
1) make useless herbs unfindable either based on herbalism skill or level.
2) add a cure deafness herb
3) allow scouts a chance to find herbs containing higher level spells.
- scouts don't have identify, so I have two ideas for possibilities-
a) make multiple versions of herbs (slightly different descriptions mean higher level spells contained) and reduce the chance for higher-level scouts to find the lower-level versions.
b) add HERBALISM as a verb for scouts.
Syntax: herbalism <herb>
During their travels, scouts collect a lot of herbs and natural remedies that they use in their craft. As a result, they are often founts of valuable information concerning the proper use and potency of a wide variety of plants and natural cures, allowing them to determine the strength and potential effect of such treasures without resulting to self-experimentation or magic.
Hopefully the upcoming changes will make scouts more fun to play, rather than adding to the seeming downward spiral of the class, and maybe our suggestions can help compensate in case the current idea is to remove haste and sanctuary herbs.
Last edited by theDrifter on Sat May 17, 2008 7:47 pm, edited 2 times in total.
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