Cooking Tradeskill Change

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The Rambling Midget
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Cooking Tradeskill Change

Post by The Rambling Midget » Sun Sep 28, 2014 12:34 am

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
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Re: Cooking Tradeskill Change

Post by DestroyerOTN » Sun Sep 28, 2014 1:36 am

The Rambling Midget wrote: [*]Antidote - Mintspear, Nuts, Water - Removes common, non-magical poisons (not including player crafted poisons)
So nothing past level 8. :|
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Re: Cooking Tradeskill Change

Post by The Rambling Midget » Sun Sep 28, 2014 1:43 am

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.
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Re: Cooking Tradeskill Change

Post by DestroyerOTN » Sun Sep 28, 2014 3:24 am

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 :)
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Re: Cooking Tradeskill Change

Post by The Rambling Midget » Sun Sep 28, 2014 3:37 am

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.
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Re: Cooking Tradeskill Change

Post by DestroyerOTN » Sun Sep 28, 2014 4:47 am

Can support this
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Re: Cooking Tradeskill Change

Post by Winter83 » Sun Sep 28, 2014 7:37 am

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.

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Re: Cooking Tradeskill Change

Post by Yma23 » Sun Sep 28, 2014 10:16 am

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!

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Re: Cooking Tradeskill Change

Post by AdreannaDrea » Sun Sep 28, 2014 11:51 am

Playing a herbologist physician currently, I can entirely get behind this.

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Re: Cooking Tradeskill Change

Post by Rattus_norvegicus99 » Sun Sep 28, 2014 3:16 pm

Am I missing something - is there now a brewing trade skill?
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Re: Cooking Tradeskill Change

Post by yellowcateyes » Sun Sep 28, 2014 3:23 pm

Likely referring to the basic Brew Potion feat.

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