Herbalism: Workman's Poultice

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Green Monster
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Herbalism: Workman's Poultice

Unread post by Green Monster »

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Suggest changing this item a bit. First of all, it has one charge and uses one charge, making it a one-time-use item that cannot be stacked. Suggest giving it more charges or just removing the charges and making it single-use so that it can stack in inventory.

Secondly, it takes a total of 18 nettles and 3 aegwyrt to make this, and the cap per reset on nettles is 4, so making just one of these requires a minimum of 5 resets. Kindof a low-power item for the time invested. Would suggest upping the effect to heal or a healers kit +10
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Genuinely Spurious
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Re: Herbalism: Workman's Poultice

Unread post by Genuinely Spurious »

I would counter with:

Making mundane items that do the same thing as magical potions, should take quite a bit longer to make.
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Re: Herbalism: Workman's Poultice

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Genuinely Spurious wrote: Thu Jul 13, 2023 5:35 am I would counter with:

Making mundane items that do the same thing as magical potions, should take quite a bit longer to make.
Alright, I concede that point, but it still shouldn't be non-stackable since it only has one use.
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Genuinely Spurious
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Re: Herbalism: Workman's Poultice

Unread post by Genuinely Spurious »

Green Monster wrote: Thu Jul 13, 2023 11:15 am
Genuinely Spurious wrote: Thu Jul 13, 2023 5:35 am I would counter with:

Making mundane items that do the same thing as magical potions, should take quite a bit longer to make.
Alright, I concede that point, but it still shouldn't be non-stackable since it only has one use.
Agreed.
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Ashenie
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Re: Herbalism: Workman's Poultice

Unread post by Ashenie »

Hello there,

First of all, thank you for the suggestion and the interest in the system. Keeping suggestions together in a feedback thread is also easier, by the way. It avoids spreading the topic into many threads!

I can offer a few perspectives on this one. I will bring it back along other suggestions but it might not be examined in priority, not because it's not interesting, but because there are already suggestions to review external medicinal effects and instead of changing everything again and again, we will try to proceed step by step. So when we get an answer on the suggestion to review medicinal effects on this items and others, and if it's negative, we can try to consider this one singularly.

Also, a few perspectives that , I hope, might help;

The fact that it has a charge and a healer kit's property means both effects can be used from the item (if you use the charge first). If you change the charge to be one single use, which I agree doesn't change anything for the charge power itself, you will have to choose between healer's kit or cure wounds, instead of being able to use both.

The fact that it's not stackable could have been a concern, but will be less so since we are introducing herb bags in one of the upcoming updates. While it might not cover the poultices themselves, it will cover herbs, and free a lot of inventory slots for herbalists and healers.

I hope it helps considering further the implications there, and don't hesitate to find me if there are anything unclear, or if you need anything,

Cheers,

Ashenie
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Green Monster
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Re: Herbalism: Workman's Poultice

Unread post by Green Monster »

Ashenie wrote: Thu Jul 13, 2023 6:34 pm Hello there,

First of all, thank you for the suggestion and the interest in the system. Keeping suggestions together in a feedback thread is also easier, by the way. It avoids spreading the topic into many threads!

I can offer a few perspectives on this one. I will bring it back along other suggestions but it might not be examined in priority, not because it's not interesting, but because there are already suggestions to review external medicinal effects and instead of changing everything again and again, we will try to proceed step by step. So when we get an answer on the suggestion to review medicinal effects on this items and others, and if it's negative, we can try to consider this one singularly.

Also, a few perspectives that , I hope, might help;

The fact that it has a charge and a healer kit's property means both effects can be used from the item (if you use the charge first). If you change the charge to be one single use, which I agree doesn't change anything for the charge power itself, you will have to choose between healer's kit or cure wounds, instead of being able to use both.

The fact that it's not stackable could have been a concern, but will be less so since we are introducing herb bags in one of the upcoming updates. While it might not cover the poultices themselves, it will cover herbs, and free a lot of inventory slots for herbalists and healers.

I hope it helps considering further the implications there, and don't hesitate to find me if there are anything unclear, or if you need anything,

Cheers,

Ashenie
Thank you for your response. Would it be possible to invoke the healer's kit effects through a script attached to a unique power and give it two charges? So that you can either use the healer's kit twice, the cure wounds twice, or one of each in any order?

As to charges and stackability, it's a problem with a lot of the products of this system. So how about a tool that transfers the charges of one item to another of the same type?

Herbalist's Funnel, weight 0.1 lbs
Miscellaneous Small Item
Unique Power Unlimited uses

Instructions for use to transfer the charges from one herbalism product to another of the SAME type:
Place the recipient item in your first inventory slot. Activate the funnel and target another herbalism product. If the targeted product and the item in the 1st inv slot are two separate instances of the same type, then the charges from the targeted item are transferred to the 1st inv slot item and the targeted item is destroyed. If the two items are not the same type, nothing happens. If the user targets the instance of the item that's in the 1st inv slot, nothing happens (or they just lose that item if it's not possible to code a check for that). If the item in the 1st inv slot already has 10 or more charges, nothing happens.
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Ashenie
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Re: Herbalism: Workman's Poultice

Unread post by Ashenie »

Hello there!

Thanks for the suggestion and for the interest.

In general, it's easier to avoid new scripts (because it needs a scripter to do this, they have a lot of work, and it might take some time), and if we do need one, we try to have global scripts instead of a script for one item (though some item have special or unique effects). But that's easier to manage.

I don't personally see non stackability as a problem in the system, as both user and designer in the system. I understand that some would wish to have everything stackable to 10 items of the same type, though there are game limitations that can't really be overcome easily. Especially with the herb bag coming, inventory slots might become a minor concern. (Not that the concerns can't be risen and adressed though, and we will see how it goes. But we might first need some time to evaluate the impact of herb bags first before taking a new direction with the rest of the items)

As for the Herbalit Funnel that would transfer a property on another item of the same type, we don't have a script or a mean in my knowledge to do that easily. And I am not sure I understand the narrative behind it, even if I see the mechanical benefit. It might need more deepening if we can consider it... but first, answers to suggestions that are already there, second introduction of herb bags, third consideration of the suggestions risen priori, and last this one! We need to proceed step by step.

I hope this helps,

Cheers,

Ashenie
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Green Monster
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Re: Herbalism: Workman's Poultice

Unread post by Green Monster »

Ashenie wrote: Fri Jul 14, 2023 12:11 pm Hello there!


As for the Herbalit Funnel that would transfer a property on another item of the same type, we don't have a script or a mean in my knowledge to do that easily. And I am not sure I understand the narrative behind it, even if I see the mechanical benefit. It might need more deepening if we can consider it... but first, answers to suggestions that are already there, second introduction of herb bags, third consideration of the suggestions risen priori, and last this one! We need to proceed step by step.

I hope this helps,

Cheers,

Ashenie

It's not transferring a property, it's destroying one item and adding that item's charges to another of the same type. I know you have the ability to add charges to something, you do it with wands. As to the narrative, the narrative is you're combining two smaller amounts of one thing into one larger amount. And upon reflection, "decanter" would be a better name than funnel, because funnel implies a liquid but you can decant anything pourable, like powders, pills, etc. So an Herbalist's Decanter would be the name of the new tool.
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