Problem: GMs have long acknowledged that first aid is not adequately developed. What first aid does is very niche (halt or slow the bleeding of external wounds), and it doesn't scale past a few hundred ranks. At high levels of skill, the only viable method of training first aid is the jarring practice of keeping "pet bleeders." While many players might choose to stop training first aid once they reach maximum effectiveness, this is not an option for Empaths (who need 990 ranks of first aid for 200th circle).
The skill may need to be renamed in order to broaden the concept. Some options may be "anatomy" (though that really sounds like it should be a lore), "applied anatomy," or "natural medicine" (as opposed to the supernatural healing performed by Empaths). One person has proposed the name "chirurgy." I personally don't like that word, as it is just an ugly, archaic word for surgery, and player characters don't do anything that resembles surgery. (Empathic healing obviates the need for surgery.)
Additional Medical Applications
• Allow the skill to halt (or at least slow) internal bleeding.
• Allow the skill to treat (or at least mitigate) disease and/or poison.
• Tie the effective use of alchemical remedies (and possibly even poisons) into the skill. (For example, an unskilled user might use too much or too little of the medicine, possibly wasting doses or causing more toxicity than needed.)
• For Empaths, allow the skill to act as a mastery skill that makes it easier to use the high-level abilities of wound redirection and/or wound reduction.
Combat Applications
While I understand (and agree with) the GMs' reluctance to make combat more of a "one stop shop for all your training needs," there are some possible combat applications. Any experience gained from combat would require an appropriately challenging opponent.
• Your knowledge of anatomy allows you to debilitate your enemy through the use of pressure points. (This could be tied into the current ANALYZE system or even the anatomy charts used in compendiums. For example, ANALYZE GOBLIN ANATOMY.)
• Your knowledge of anatomy allows you to strike precise, surgical blows, making it easier to inflict deadly wounds and/or cripple an opponent that might otherwise prove too challenging. Again, this could be tied into the ANALYZE system and/or anatomy charts, perhaps with some kind of cool-down timer to prevent an excessive kill rate. (For example, "Recalling your knowledge of goblin anatomy, you aim your scimitar for the Achilles tendon, hoping to hobble the goblin."
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Ideas for First Aid Development on 04/10/2015 05:28 PM CDT
Re: Ideas for First Aid Development on 04/10/2015 06:53 PM CDT
<<The skill may need to be renamed in order to broaden the concept. Some options may be "anatomy" (though that really sounds like it should be a lore), "applied anatomy," or "natural medicine" (as opposed to the supernatural healing performed by Empaths). One person has proposed the name "chirurgy." I personally don't like that word, as it is just an ugly, archaic word for surgery, and player characters don't do anything that resembles surgery. (Empathic healing obviates the need for surgery.)
I would suggest Treatment as a name, since it can be applicable to first aid and remedy items in addition to things like poisons. E.g. you give your blade a treatment of stunning poison, or the creature receives a treatment of naphtha dousing.
Definition: (n)
1. the application of medicines, surgery, therapy, etc., in treating a disease or disorder.
2. a substance, procedure, or course of such substances or procedures used in treating medically.
(3. literary or artistic handling.)
4. subjection to some agent or action. <--- poisons, naphtha, etc.
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I would suggest Treatment as a name, since it can be applicable to first aid and remedy items in addition to things like poisons. E.g. you give your blade a treatment of stunning poison, or the creature receives a treatment of naphtha dousing.
Definition: (n)
1. the application of medicines, surgery, therapy, etc., in treating a disease or disorder.
2. a substance, procedure, or course of such substances or procedures used in treating medically.
(3. literary or artistic handling.)
4. subjection to some agent or action. <--- poisons, naphtha, etc.
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Epedia Admins - https://elanthipedia.play.net/mediawiki/index.php/Elanthipedia:Administrators
Re: Ideas for First Aid Development on 04/10/2015 06:58 PM CDT
Re: Ideas for First Aid Development on 04/10/2015 08:33 PM CDT
If we're renaming it, my vote is for "Paramedicine," the thing that 'paramedics,' or Emergency Medical Technicians, use to stabilize people in, well, emergencies. While medicine is about treatment of ailments through careful examination and sterile treatment, paramedicine is about making quick decisions with whatever you have handy to make sure the patient doesn't die on the spot.
And if we're voting for new applications, how about draining poisons, rinsing off acids, clearing the lungs of cyanide gas, waking people from stuns/"in shock and dying", restoring a target's fatigue, temporarily relieving the effects of severe scars, and so on. Basically, pick a wound/condition that First Aid can't currently do squat about, and give First Aid (or Paramedicine) some sort of way to deal with it. To keep Empaths relevant, the effects should be limited to speeding up recovery from effects that normally have to "run their course," and temporary assistance.
I
And if we're voting for new applications, how about draining poisons, rinsing off acids, clearing the lungs of cyanide gas, waking people from stuns/"in shock and dying", restoring a target's fatigue, temporarily relieving the effects of severe scars, and so on. Basically, pick a wound/condition that First Aid can't currently do squat about, and give First Aid (or Paramedicine) some sort of way to deal with it. To keep Empaths relevant, the effects should be limited to speeding up recovery from effects that normally have to "run their course," and temporary assistance.
I
Re: Ideas for First Aid Development on 04/11/2015 02:36 AM CDT
>>Absolon: I would suggest Treatment as a name, since it can be applicable to first aid and remedy items in addition to things like poisons. E.g. you give your blade a treatment of stunning poison, or the creature receives a treatment of naphtha dousing.
Not a bad idea.
>>Kuykend9: If we're renaming it, my vote is for "Paramedicine," the thing that 'paramedics,' or Emergency Medical Technicians, use to stabilize people in, well, emergencies.
I also considered "urgent care," but it sounded too modern and didn't adequately exclude supernatural healing from the concept.
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Not a bad idea.
>>Kuykend9: If we're renaming it, my vote is for "Paramedicine," the thing that 'paramedics,' or Emergency Medical Technicians, use to stabilize people in, well, emergencies.
I also considered "urgent care," but it sounded too modern and didn't adequately exclude supernatural healing from the concept.
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Re: Ideas for First Aid Development on 04/11/2015 08:48 AM CDT
Re: Ideas for First Aid Development on 04/11/2015 12:08 PM CDT
Re: Ideas for First Aid Development on 04/11/2015 12:52 PM CDT
Some more thoughts and ideas from me:
I would be against making internal bleeders fully tendable, even with a lot of skill. Favoring internal bleeders seems to be the central mechanical difference between impact damage and slice/piercing, and it would be a shame to see that strategic element be neutered at higher levels. Maybe an exception could be made for concussions (small internal head bleeders).
It would be nice to eventually be able to tend with your hands damaged/missing, albeit with a large skill penalty. You could have some special messaging about wrapping the bandage with your teeth when tending arms/legs. Maybe this would only work for limbs.
I would be against making internal bleeders fully tendable, even with a lot of skill. Favoring internal bleeders seems to be the central mechanical difference between impact damage and slice/piercing, and it would be a shame to see that strategic element be neutered at higher levels. Maybe an exception could be made for concussions (small internal head bleeders).
It would be nice to eventually be able to tend with your hands damaged/missing, albeit with a large skill penalty. You could have some special messaging about wrapping the bandage with your teeth when tending arms/legs. Maybe this would only work for limbs.
Re: Ideas for First Aid Development on 04/11/2015 01:21 PM CDT
>> Might be cool to add tasks to hospitals to tend patients' wounds while the autopath is healing him-or-herself. Could have added incentive for empaths, or during invasions. These could generate extra FA xp, giving an alternative, and more useful, way to train FA at higher levels.
Instead of just "do the thing FA does already, but to NPCs," how about 'tasks' modeled around the template of the new crafting systems where players can make rolls of bandages, splints, slings, etcetera for the hospitals, learning FA in the process. Maybe have the supplies available at the hospital, and you have to <roll cloth> to make bandages, <bind planks> to make splints, <tie straps> to make slings, and so forth.
I
Instead of just "do the thing FA does already, but to NPCs," how about 'tasks' modeled around the template of the new crafting systems where players can make rolls of bandages, splints, slings, etcetera for the hospitals, learning FA in the process. Maybe have the supplies available at the hospital, and you have to <roll cloth> to make bandages, <bind planks> to make splints, <tie straps> to make slings, and so forth.
I
Re: Ideas for First Aid Development on 05/08/2015 10:05 AM CDT
Re: Ideas for First Aid Development on 05/19/2015 08:55 AM CDT
I'm going to float a radical idea there:
Can first aid be merged with skinning into a new skill called anatomy?
It makes sense that hours spent reading compendiums of anatomy chart would help you skin better, if anything.
Also, both skills are survival.
If they are merged, bandaging self wounds would primarily use anatomy. However, bandaging wounds on other people could use both anatomy and empathy, giving empaths a huge bonus in tending the wounds on other people.
It just doesn't feel right having a lot of 'pet bleeders' just to train the skill effectively. The very concept of a pet bleeder takes some immersion out of the game.
To rebalance the actual ability of stopping bleeding, the action could be rescaled so that there exists a non-trivial roundtime associated with tending.
Can first aid be merged with skinning into a new skill called anatomy?
It makes sense that hours spent reading compendiums of anatomy chart would help you skin better, if anything.
Also, both skills are survival.
If they are merged, bandaging self wounds would primarily use anatomy. However, bandaging wounds on other people could use both anatomy and empathy, giving empaths a huge bonus in tending the wounds on other people.
It just doesn't feel right having a lot of 'pet bleeders' just to train the skill effectively. The very concept of a pet bleeder takes some immersion out of the game.
To rebalance the actual ability of stopping bleeding, the action could be rescaled so that there exists a non-trivial roundtime associated with tending.
Re: Ideas for First Aid Development on 05/19/2015 10:03 AM CDT
>> Can first aid be merged with skinning into a new skill called anatomy?
This is an elegant and simple solution. I approve. It also fits well with the new Experience model, of attempting to merge single-use skills into multidisciplinary skills.
I
"Could be worse, I could agree with Pureblade." ~ Samsaren
This is an elegant and simple solution. I approve. It also fits well with the new Experience model, of attempting to merge single-use skills into multidisciplinary skills.
I
"Could be worse, I could agree with Pureblade." ~ Samsaren
Re: Ideas for First Aid Development on 05/19/2015 10:31 AM CDT
Re: Ideas for First Aid Development on 05/19/2015 10:37 AM CDT
Re: Ideas for First Aid Development on 05/19/2015 11:36 AM CDT
An addendum to the Anatomy skill proposition:
Hunters can perform an AUTOPSY on a dead creature. Instead of yielding a skin, the corpse is consumed, and a small amount scholarship, appraisal, anatomy experience is added, based on the difficulty of the creature.
This helps closes the training gap from lore primary/secondary guilds when hunting and survival/weapons/armor primary/secondary guilds.
Hunters can perform an AUTOPSY on a dead creature. Instead of yielding a skin, the corpse is consumed, and a small amount scholarship, appraisal, anatomy experience is added, based on the difficulty of the creature.
This helps closes the training gap from lore primary/secondary guilds when hunting and survival/weapons/armor primary/secondary guilds.
Re: Ideas for First Aid Development on 05/19/2015 11:54 AM CDT
Re: Ideas for First Aid Development on 05/19/2015 12:14 PM CDT
>>This suggestion is advanced every couple of months, though I'm not sure it's ever really been commented on.
I think they've mentioned in the past that they're not fans of merging those two skills since one is rather fleshed out and one just needs TLC to stand on its own.
Uzmam! The Chairman will NOT be pleased to know you're trying to build outside of approved zones. I'd hate for you to be charged the taxes needed to have this place re-zoned. Head for the manor if you're feeling creative.
I think they've mentioned in the past that they're not fans of merging those two skills since one is rather fleshed out and one just needs TLC to stand on its own.
Uzmam! The Chairman will NOT be pleased to know you're trying to build outside of approved zones. I'd hate for you to be charged the taxes needed to have this place re-zoned. Head for the manor if you're feeling creative.
Re: Ideas for First Aid Development on 05/19/2015 12:20 PM CDT
> Hunters can perform an AUTOPSY on a dead creature. Instead of yielding a skin, the corpse is consumed, and a small amount scholarship, appraisal, anatomy experience is added, based on the difficulty of the creature.
I'm not sure appraisal fits. Maybe add scouting (investigate contents to determine where it's been) or theurgy (ritualistic autoposy - combines last rites) instead? I keep trying to find a way that empathy fits, but I'm not sure it does.
Re: Ideas for First Aid Development on 05/19/2015 12:22 PM CDT
Even if they aren't merged. I really like renaming first aid to anatomy. It would be a huge boon to empaths as healing could train it as well as empathy, it would be an argument for learning more from charts, and it would expand the breadth beyond tending. Studying cadavers (empath guild or recent kills), for example.
Re: Ideas for First Aid Development on 05/19/2015 04:53 PM CDT
>> I think they've mentioned in the past that they're not fans of merging those two skills since one is rather fleshed out and one just needs TLC to stand on its own.
This, to me, is reminiscent of the fact that the same argument was maid for why not to kill Escaping, but ultimately it happened anyhow. I think it's just a matter of time before the folks in charge realize that First Aid is a single-use skill (just like Escaping was) and no amount of retooling is going to make it more versatile and useful, unless that retooling involves merging it into another skill. The skill that makes the most sense? Skinning, and calling it Anatomy (or similar).
I
"Could be worse, I could agree with Pureblade." ~ Samsaren
This, to me, is reminiscent of the fact that the same argument was maid for why not to kill Escaping, but ultimately it happened anyhow. I think it's just a matter of time before the folks in charge realize that First Aid is a single-use skill (just like Escaping was) and no amount of retooling is going to make it more versatile and useful, unless that retooling involves merging it into another skill. The skill that makes the most sense? Skinning, and calling it Anatomy (or similar).
I
"Could be worse, I could agree with Pureblade." ~ Samsaren
Re: Ideas for First Aid Development on 05/19/2015 04:55 PM CDT
>>Enfo13: Can first aid be merged with skinning into a new skill called anatomy?
This has been suggested before, but it poses some problems: namely, that it would give a lot of characters with high first aid but low skinning a dramatic boost in earning potential. While I would personally love to see my effective skinning ability jump from 228 ranks to 690 ranks, I can see how it would be problematic for a bunch of characters to instantly get a huge boost in a skill that can only be trained in combat and is one of the biggest money makers for hunters.
In theory, they could do what they did with hiding and stalking and cap the new "anatomy" skill at 130% of skinning, but then I would lose 57% of my effective ability with first aid-related tasks.
Therefore, I think the more difficult approach of renaming the first aid skill and expanding the current uses for it skill is the better one.
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This has been suggested before, but it poses some problems: namely, that it would give a lot of characters with high first aid but low skinning a dramatic boost in earning potential. While I would personally love to see my effective skinning ability jump from 228 ranks to 690 ranks, I can see how it would be problematic for a bunch of characters to instantly get a huge boost in a skill that can only be trained in combat and is one of the biggest money makers for hunters.
In theory, they could do what they did with hiding and stalking and cap the new "anatomy" skill at 130% of skinning, but then I would lose 57% of my effective ability with first aid-related tasks.
Therefore, I think the more difficult approach of renaming the first aid skill and expanding the current uses for it skill is the better one.
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Re: Ideas for First Aid Development on 05/19/2015 05:20 PM CDT
Using remedies should require/teach first aid (or whatever it's renamed to).
Skill can increase the effectiveness of remedies. Remedy quality can compensate for lack of skill.
Remedies are just kind of lackluster in general, tying them to a skill might go a long way.
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Skill can increase the effectiveness of remedies. Remedy quality can compensate for lack of skill.
Remedies are just kind of lackluster in general, tying them to a skill might go a long way.
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Re: Ideas for First Aid Development on 05/19/2015 05:22 PM CDT
>> it would be problematic for a bunch of characters to instantly get a huge boost in a skill that can only be trained in combat and is one of the biggest money makers for hunters.
You're missing a massive detail here. If First Aid and Skinning were merged into Anatomy, it would not be "a skill that can only be trained in combat;" the new skill (Anatomy) would be trainable by tending wounds, or by skinning, or by reading anatomy charts.
I do agree that it's a more complex process than merging Hiding and Stalking was, but I still think that the idea has legs.
I
"Could be worse, I could agree with Pureblade." ~ Samsaren
You're missing a massive detail here. If First Aid and Skinning were merged into Anatomy, it would not be "a skill that can only be trained in combat;" the new skill (Anatomy) would be trainable by tending wounds, or by skinning, or by reading anatomy charts.
I do agree that it's a more complex process than merging Hiding and Stalking was, but I still think that the idea has legs.
I
"Could be worse, I could agree with Pureblade." ~ Samsaren
Re: Ideas for First Aid Development on 05/19/2015 05:41 PM CDT
Re: Ideas for First Aid Development on 05/19/2015 05:41 PM CDT
>>Kuykend9: You're missing a massive detail here. If First Aid and Skinning were merged into Anatomy, it would not be "a skill that can only be trained in combat;" the new skill (Anatomy) would be trainable by tending wounds, or by skinning, or by reading anatomy charts.
Right, but you're taking a skill that was previously only trained in combat (skinning) -- and one that is a huge money maker -- and effectively giving players a bunch of free ranks in that skill for actions performed outside of combat.
If skinning weren't such a big money maker, this would be less concerning, but it isn't necessarily good for the game as a whole to give a bunch of people an instant and dramatic boost in earning potential.
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Right, but you're taking a skill that was previously only trained in combat (skinning) -- and one that is a huge money maker -- and effectively giving players a bunch of free ranks in that skill for actions performed outside of combat.
If skinning weren't such a big money maker, this would be less concerning, but it isn't necessarily good for the game as a whole to give a bunch of people an instant and dramatic boost in earning potential.
Mr. Gorbachev, tear down this wall rank!
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Re: Ideas for First Aid Development on 05/19/2015 05:51 PM CDT
> While I would personally love to see my effective skinning ability jump from 228 ranks to 690 ranks,
Considering how quickly FA caps in usefulness, why don't they just rename skinning to anatomy, make everything that trains FA now train skinning, and move the FA ranks into bonus survival ranks?
The only exception would be FA requirements for guilds, such as empaths. This would be grandfathered immediately at the expense of the equivalent bonus bits in the pool.
Re: Ideas for First Aid Development on 05/19/2015 06:02 PM CDT
I think doing some average of Skinning and FA, or 130% of the top, would be fine - I don't know many guilds aside from Empaths who have higher FA than Skinning. Even if Empaths could suddenly skin way above what they were before, they aren't killing those critters unless they have the combats to back it. If they have the combats to back it, they probably have the skinning to go along with it anyway. My Empath can skin whatever he kills, for example.
Re: Ideas for First Aid Development on 05/19/2015 06:08 PM CDT
>>Volcanus: Considering how quickly FA caps in usefulness, why don't they just rename skinning to anatomy, make everything that trains FA now train skinning, and move the FA ranks into bonus survival ranks?
It caps early now, but who knows what those ranks will be able to do once first aid is properly developed. As I mentioned earlier, I'm not a fan of taking a 67% hit on my ability to perform current and future first-aid related tasks -- not to mention having to re-earn the TDPs. (And on my Empath, I don't care to have my anatomy ranks "grandfathered" to my current circle, 153, when I have already done the work to meet the first aid requirement for 195th circle.)
I think there are better ways of expanding first aid than rolling it into skinning, slapping the anatomy label on it, and calling it done. Some ideas I posted earlier: http://forums.play.net/forums/DragonRealms/Abilities,%20Skills%20and%20Magic/Survival%20Skills%20-%20Staying%20Alive/view/1694
>>Jhaliascleric: Even if Empaths could suddenly skin way above what they were before, they aren't killing those critters unless they have the combats to back it. If they have the combats to back it, they probably have the skinning to go along with it anyway. My Empath can skin whatever he kills, for example.
You'd be surprised by the number of characters who can't skin at level.
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It caps early now, but who knows what those ranks will be able to do once first aid is properly developed. As I mentioned earlier, I'm not a fan of taking a 67% hit on my ability to perform current and future first-aid related tasks -- not to mention having to re-earn the TDPs. (And on my Empath, I don't care to have my anatomy ranks "grandfathered" to my current circle, 153, when I have already done the work to meet the first aid requirement for 195th circle.)
I think there are better ways of expanding first aid than rolling it into skinning, slapping the anatomy label on it, and calling it done. Some ideas I posted earlier: http://forums.play.net/forums/DragonRealms/Abilities,%20Skills%20and%20Magic/Survival%20Skills%20-%20Staying%20Alive/view/1694
>>Jhaliascleric: Even if Empaths could suddenly skin way above what they were before, they aren't killing those critters unless they have the combats to back it. If they have the combats to back it, they probably have the skinning to go along with it anyway. My Empath can skin whatever he kills, for example.
You'd be surprised by the number of characters who can't skin at level.
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Re: Ideas for First Aid Development on 05/19/2015 06:18 PM CDT
Re: Ideas for First Aid Development on 05/19/2015 06:48 PM CDT
>>Daslow: I would indeed be surprised if it was a significant number. Do you have anything to back up that it is a significant number?
I don't have hard data. I just go by my own personal experience (currently backtraining skinning on both characters) and from the ranks that other players have shown me over the years. I would be curious if any GMs are reading what percentage of characters have first aid that exceeds skinning by more than 30% or characters whose combats are significantly higher than their skinning ranks.
However, even if the number of players who stood to gain a significant boost in skinning ability were small, I would still favor additional development of first aid rather than a merger with skinning.
As an aside, if the two skills were merged, that would be one fewer skill that can be used to meet nth survival requirements. (Empaths currently need first aid and five other survival skills.) Yes, you can grandfather, but the net result is still fewer choices.
Supposedly there is a GM post that says they're too different to merge, but I can't find it.
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I don't have hard data. I just go by my own personal experience (currently backtraining skinning on both characters) and from the ranks that other players have shown me over the years. I would be curious if any GMs are reading what percentage of characters have first aid that exceeds skinning by more than 30% or characters whose combats are significantly higher than their skinning ranks.
However, even if the number of players who stood to gain a significant boost in skinning ability were small, I would still favor additional development of first aid rather than a merger with skinning.
As an aside, if the two skills were merged, that would be one fewer skill that can be used to meet nth survival requirements. (Empaths currently need first aid and five other survival skills.) Yes, you can grandfather, but the net result is still fewer choices.
Supposedly there is a GM post that says they're too different to merge, but I can't find it.
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Re: Ideas for First Aid Development on 05/19/2015 07:04 PM CDT
>characters whose combats are significantly higher than their skinning ranks.
This is the only thing that really matters, and only if their FA ranks would increase their ability to skin. It doesn't matter if their FA exceeds their skinning by more than 30% if they don't have the combats to back it up.
This is the only thing that really matters, and only if their FA ranks would increase their ability to skin. It doesn't matter if their FA exceeds their skinning by more than 30% if they don't have the combats to back it up.
Re: Ideas for First Aid Development on 05/19/2015 07:36 PM CDT
>>I think it's just a matter of time before the folks in charge realize that First Aid is a single-use skill (just like Escaping was) and no amount of retooling is going to make it more versatile and useful, unless that retooling involves merging it into another skill.
I'm a big proponent of having first aid used in the application of remedies, where more skill means a chance to not consume a charge of the remedy (while a critical failure may involve using more than one) and the ability to reduce the amount of toxicity you can take on when using the remedy. That's one notable way I could easily (coding and etc philosophy of how remedies should work withstanding) see First Aid becoming incredibly more robust.
>>You're missing a massive detail here. If First Aid and Skinning were merged into Anatomy, it would not be "a skill that can only be trained in combat;" the new skill (Anatomy) would be trainable by tending wounds, or by skinning, or by reading anatomy charts.
That's even worse. It's like allowing braiding grass and making origami teach locksmithing. You're essentially making a skill with risk associated with it (can you kill this critter, can you safely disarm this trap, etc) and removing all the risk while reaping all the benefits (being able to safely open boxes, for example).
Uzmam! The Chairman will NOT be pleased to know you're trying to build outside of approved zones. I'd hate for you to be charged the taxes needed to have this place re-zoned. Head for the manor if you're feeling creative.
I'm a big proponent of having first aid used in the application of remedies, where more skill means a chance to not consume a charge of the remedy (while a critical failure may involve using more than one) and the ability to reduce the amount of toxicity you can take on when using the remedy. That's one notable way I could easily (coding and etc philosophy of how remedies should work withstanding) see First Aid becoming incredibly more robust.
>>You're missing a massive detail here. If First Aid and Skinning were merged into Anatomy, it would not be "a skill that can only be trained in combat;" the new skill (Anatomy) would be trainable by tending wounds, or by skinning, or by reading anatomy charts.
That's even worse. It's like allowing braiding grass and making origami teach locksmithing. You're essentially making a skill with risk associated with it (can you kill this critter, can you safely disarm this trap, etc) and removing all the risk while reaping all the benefits (being able to safely open boxes, for example).
Uzmam! The Chairman will NOT be pleased to know you're trying to build outside of approved zones. I'd hate for you to be charged the taxes needed to have this place re-zoned. Head for the manor if you're feeling creative.
Re: Ideas for First Aid Development on 05/19/2015 08:24 PM CDT
>>That's even worse. It's like allowing braiding grass and making origami teach locksmithing. You're essentially making a skill with risk associated with it (can you kill this critter, can you safely disarm this trap, etc) and removing all the risk while reaping all the benefits (being able to safely open boxes, for example).
Can I make an observation that might be surprising: training first aid is dangerous. Three of the four deaders I've seen in my hunting area in the past week have died because their pet bleeders got infected. I guess you could say that they should have paid more attention or that they should have built in script checks. But the same can be said of hunting in general. Unless you are overhunting and are not paying attention to how your wounds are stacking up (for stuns), hunting is a relatively safe activity.
Even when not hunting, pet bleeders pose a significant burden. They hinder your actions, preventing you from training other things well. The burden is even worse for empaths. First they must use customized scripts or plugins to efficiently take all wounds from people who want to keep pet bleeders, instead of the nifty "take all" command (though this is easily remedied by a "take all [nonbleeder]" option. Empaths are also unable to use spells like regenerate, fountain of creation, heal, when cleaning themselves. For most empaths, this means first-aid training time and heavy healing time are mutually exclusive.
Meanwhile, my empaths can manipulate a few creatures and have Empathy go to mindlock without fighting over patients, and training alot more skills at the same time for TDPs. Dare I say combat empaths have it easier than non-combat empaths.
>>This has been suggested before, but it poses some problems: namely, that it would give a lot of characters with high first aid but low skinning a dramatic boost in earning potential. While I would personally love to see my effective skinning ability jump from 228 ranks to 690 ranks, I can see how it would be problematic for a bunch of characters to instantly get a huge boost in a skill that can only be trained in combat and is one of the biggest money makers for hunters.
While this is true, I think there are a few mitigating factors.
1) I think the "earning power" of ranks is encapsulated in the combat skills needed to kill the creature. So skinning is not the sole skill is the money maker, as there are other things that drop coin, gems, and boxes that can be substituted.
2) For most people, skinning will be ahead of first aid, even for the survival terts like clerics and paladins.
3) A lot of clerics and paladins have low skinning because they tend to hunt undead things that usually cannot be skinned. Even if they could switch over to a skinnable, they might prefer to stick with their undead critters.
4) If we dangle the autopsy option for scholarship and maybe appraisal from skinning at the cost of sacrificing the skin, they may forego making money from the critter in favor of experience. In fact, this might actually be a huge platinum faucet stop overall on the economy, preventing inflation.
*
Ultimately, I would love for first aid to be fleshed out as a skill. In fact, I prefer enrichment over a simple merge.
However, history teaches us that's not the way with DragonRealm development. GM coding time is scarce. There have been more combined skills than skills fleshed out over the past two decades. The exception is the mechlore split, which to this day, is not finished yet.
Ideas (even the good ones) that improve the use of first aid off the top of my head, sort of walk all over the domain of emapths. For example, I would love it if an Anatomy or Treatment improves and gets trained by the application of alchemy potions, but that means less wounds for empaths. It would be awesome (and finally add some backing to the titles of witch doctor or chirgeons) if a first-aid skill allowed players to perform operations or surgery, setting bones etc, but ultimately that walks all over the empath as well.
In the end, it depends on how easy it is for GMS to get it done. If merging skinning and first aid is incredibly difficult as another poster has suggested, then expanding the use of first aid, however many years (or decades) it might take, might be the only option.
Can I make an observation that might be surprising: training first aid is dangerous. Three of the four deaders I've seen in my hunting area in the past week have died because their pet bleeders got infected. I guess you could say that they should have paid more attention or that they should have built in script checks. But the same can be said of hunting in general. Unless you are overhunting and are not paying attention to how your wounds are stacking up (for stuns), hunting is a relatively safe activity.
Even when not hunting, pet bleeders pose a significant burden. They hinder your actions, preventing you from training other things well. The burden is even worse for empaths. First they must use customized scripts or plugins to efficiently take all wounds from people who want to keep pet bleeders, instead of the nifty "take all" command (though this is easily remedied by a "take all [nonbleeder]" option. Empaths are also unable to use spells like regenerate, fountain of creation, heal, when cleaning themselves. For most empaths, this means first-aid training time and heavy healing time are mutually exclusive.
Meanwhile, my empaths can manipulate a few creatures and have Empathy go to mindlock without fighting over patients, and training alot more skills at the same time for TDPs. Dare I say combat empaths have it easier than non-combat empaths.
>>This has been suggested before, but it poses some problems: namely, that it would give a lot of characters with high first aid but low skinning a dramatic boost in earning potential. While I would personally love to see my effective skinning ability jump from 228 ranks to 690 ranks, I can see how it would be problematic for a bunch of characters to instantly get a huge boost in a skill that can only be trained in combat and is one of the biggest money makers for hunters.
While this is true, I think there are a few mitigating factors.
1) I think the "earning power" of ranks is encapsulated in the combat skills needed to kill the creature. So skinning is not the sole skill is the money maker, as there are other things that drop coin, gems, and boxes that can be substituted.
2) For most people, skinning will be ahead of first aid, even for the survival terts like clerics and paladins.
3) A lot of clerics and paladins have low skinning because they tend to hunt undead things that usually cannot be skinned. Even if they could switch over to a skinnable, they might prefer to stick with their undead critters.
4) If we dangle the autopsy option for scholarship and maybe appraisal from skinning at the cost of sacrificing the skin, they may forego making money from the critter in favor of experience. In fact, this might actually be a huge platinum faucet stop overall on the economy, preventing inflation.
*
Ultimately, I would love for first aid to be fleshed out as a skill. In fact, I prefer enrichment over a simple merge.
However, history teaches us that's not the way with DragonRealm development. GM coding time is scarce. There have been more combined skills than skills fleshed out over the past two decades. The exception is the mechlore split, which to this day, is not finished yet.
Ideas (even the good ones) that improve the use of first aid off the top of my head, sort of walk all over the domain of emapths. For example, I would love it if an Anatomy or Treatment improves and gets trained by the application of alchemy potions, but that means less wounds for empaths. It would be awesome (and finally add some backing to the titles of witch doctor or chirgeons) if a first-aid skill allowed players to perform operations or surgery, setting bones etc, but ultimately that walks all over the empath as well.
In the end, it depends on how easy it is for GMS to get it done. If merging skinning and first aid is incredibly difficult as another poster has suggested, then expanding the use of first aid, however many years (or decades) it might take, might be the only option.
Re: Ideas for First Aid Development on 05/19/2015 08:48 PM CDT
>>• Your knowledge of anatomy allows you to debilitate your enemy through the use of pressure points. (This could be tied into the current ANALYZE system or even the anatomy charts used in compendiums. For example, ANALYZE GOBLIN ANATOMY.)
• Your knowledge of anatomy allows you to strike precise, surgical blows, making it easier to inflict deadly wounds and/or cripple an opponent that might otherwise prove too challenging. Again, this could be tied into the ANALYZE system and/or anatomy charts, perhaps with some kind of cool-down timer to prevent an excessive kill rate. (For example, "Recalling your knowledge of goblin anatomy, you aim your scimitar for the Achilles tendon, hoping to hobble the goblin."
I also want to touch upon these ideas. I think they're cool, but my concern is that the guild that has the heaviest first aid training burden, Empaths, would not be able to use this. Constructs usually are not flesh and blood creatures, and they constitute the only thing Empaths can hit. Things like zombies, spirits, and other undead defy conventional anatomical rules (except the shootem in the brains parts).
I guess debilitation (like a Spock neck-grapple) might work for empaths, but under the current combo system, the brawling combo needed to achieve it would be sort of funny (e.g. sleeping can be inflicted with a bob, bob, weave, push, shove). Maybe the introduction of a new combat move-- poke? Then you could.. poke goblin right arm, poke goblin head, poke goblin abdomen.
• Your knowledge of anatomy allows you to strike precise, surgical blows, making it easier to inflict deadly wounds and/or cripple an opponent that might otherwise prove too challenging. Again, this could be tied into the ANALYZE system and/or anatomy charts, perhaps with some kind of cool-down timer to prevent an excessive kill rate. (For example, "Recalling your knowledge of goblin anatomy, you aim your scimitar for the Achilles tendon, hoping to hobble the goblin."
I also want to touch upon these ideas. I think they're cool, but my concern is that the guild that has the heaviest first aid training burden, Empaths, would not be able to use this. Constructs usually are not flesh and blood creatures, and they constitute the only thing Empaths can hit. Things like zombies, spirits, and other undead defy conventional anatomical rules (except the shootem in the brains parts).
I guess debilitation (like a Spock neck-grapple) might work for empaths, but under the current combo system, the brawling combo needed to achieve it would be sort of funny (e.g. sleeping can be inflicted with a bob, bob, weave, push, shove). Maybe the introduction of a new combat move-- poke? Then you could.. poke goblin right arm, poke goblin head, poke goblin abdomen.
Re: Ideas for First Aid Development on 05/19/2015 10:16 PM CDT
> It caps early now, but who knows what those ranks will be able to do once first aid is properly developed. As I mentioned earlier, I'm not a fan of taking a 67% hit on my ability to perform current and future first-aid related tasks -- not to mention having to re-earn the TDPs. (And on my Empath, I don't care to have my anatomy ranks "grandfathered" to my current circle, 153, when I have already done the work to meet the first aid requirement for 195th circle.)
Okay. Average of both then or the cap of both with the remainder going into bonus bits. I think the numbers can be worked out far more easily than waiting for a brand new system to make it to the top of several already packed lists.
Re: Ideas for First Aid Development on 05/19/2015 10:33 PM CDT
>>Enfo13: Ultimately, I would love for first aid to be fleshed out as a skill. In fact, I prefer enrichment over a simple merge. However, history teaches us that's not the way with DragonRealm development. GM coding time is scarce. There have been more combined skills than skills fleshed out over the past two decades. The exception is the mechlore split, which to this day, is not finished yet.
I think GMs have acknowledged that first aid is second only to performance in terms of skills that need development. So I'd rather wait for something better, even if it takes a while, than be stuck with a band-aid.
>>Enfo13: my concern is that the guild that has the heaviest first aid training burden, Empaths, would not be able to use this. Constructs usually are not flesh and blood creatures, and they constitute the only thing Empaths can hit. Things like zombies, spirits, and other undead defy conventional anatomical rules (except the shootem in the brains parts).
Empaths can also hunt the undead if they have Absolution. I'm willing to hand-wave the question of whether all corporeal creatures have anatomy that is similar enough to improve skill across the board.
Empath hunting ladder: https://elanthipedia.play.net/mediawiki/index.php/Empath_hunting_ladder
>>Enfo13: Even when not hunting, pet bleeders pose a significant burden. They hinder your actions, preventing you from training other things well. The burden is even worse for empaths.
Pet bleeders in combat can be deadly. Out of combat, they are not very dangerous unless you are grossly incompetent and/or inattentive. And not to get too off-topic, but in my experience, Empaths have it significantly better than non-Empaths when it comes to acquiring and managing pet bleeders. I have spent a lot of time getting first aid the Empath way and the non-Empath way. Empaths' main advantages are that they can 1) acquire wounds in controlled way 2) cure their own infections and 3) easily heal their other wounds without going to a PC Empath and hoping he'll notice that you asked to keep the bleeder.
Of course, I'd like to see the whole pet bleeder paradigm die in a fire, as I find it jarringly out of character. Hopefully expanding first aid will mitigate that.
Mr. Gorbachev, tear down this wall rank!
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I think GMs have acknowledged that first aid is second only to performance in terms of skills that need development. So I'd rather wait for something better, even if it takes a while, than be stuck with a band-aid.
>>Enfo13: my concern is that the guild that has the heaviest first aid training burden, Empaths, would not be able to use this. Constructs usually are not flesh and blood creatures, and they constitute the only thing Empaths can hit. Things like zombies, spirits, and other undead defy conventional anatomical rules (except the shootem in the brains parts).
Empaths can also hunt the undead if they have Absolution. I'm willing to hand-wave the question of whether all corporeal creatures have anatomy that is similar enough to improve skill across the board.
Empath hunting ladder: https://elanthipedia.play.net/mediawiki/index.php/Empath_hunting_ladder
>>Enfo13: Even when not hunting, pet bleeders pose a significant burden. They hinder your actions, preventing you from training other things well. The burden is even worse for empaths.
Pet bleeders in combat can be deadly. Out of combat, they are not very dangerous unless you are grossly incompetent and/or inattentive. And not to get too off-topic, but in my experience, Empaths have it significantly better than non-Empaths when it comes to acquiring and managing pet bleeders. I have spent a lot of time getting first aid the Empath way and the non-Empath way. Empaths' main advantages are that they can 1) acquire wounds in controlled way 2) cure their own infections and 3) easily heal their other wounds without going to a PC Empath and hoping he'll notice that you asked to keep the bleeder.
Of course, I'd like to see the whole pet bleeder paradigm die in a fire, as I find it jarringly out of character. Hopefully expanding first aid will mitigate that.
Mr. Gorbachev, tear down this wall rank!
Vote for DragonRealms on Top MUD Sites: http://www.topmudsites.com/vote-DragonRealms.html
Re: Ideas for First Aid Development on 05/20/2015 06:02 AM CDT
While I'm not going to comment on most of this, we already have a bunch of people in game who learn specific skills, including first aid and skinning as well as their very own special skill, during their examinations of corpses. They like anatomy a lot, and several of the things that they get up to are pretty similar to autopsies -- at least in part.
Empathy or any other magic-ish skill learning from fiddling with corpses (any more than they already do) really sort of doesn't match up with the game lore for anything other than Thanatology. Also, I'm not so sure that Empaths or anyone else really want to make themselves act any more like those guys than certain chunks of the game lore already point out.
Just sayin.
-Persida
Empathy or any other magic-ish skill learning from fiddling with corpses (any more than they already do) really sort of doesn't match up with the game lore for anything other than Thanatology. Also, I'm not so sure that Empaths or anyone else really want to make themselves act any more like those guys than certain chunks of the game lore already point out.
Just sayin.
-Persida
Re: Ideas for First Aid Development on 05/20/2015 08:09 AM CDT
>While I'm not going to comment on most of this, we already have a bunch of people in game who learn specific skills, including first aid and skinning as well as their very own special skill, during their examinations of corpses. They like anatomy a lot, and several of the things that they get up to are pretty similar to autopsies -- at least in part.
>Empathy or any other magic-ish skill learning from fiddling with corpses (any more than they already do) really sort of doesn't match up with the game lore for anything other than Thanatology. Also, I'm not so sure that Empaths or anyone else really want to make themselves act any more like those guys than certain chunks of the game lore already point out.
What i'm reading is we shouldn't be skinning because we'd be acting too much like Necromancers? I don't understand. It's something we do already and the proposed change of combining FA and Skinning wouldn't really altar that. All it would do is get rid of a 1 use skill that caps very early.
>Empathy or any other magic-ish skill learning from fiddling with corpses (any more than they already do) really sort of doesn't match up with the game lore for anything other than Thanatology. Also, I'm not so sure that Empaths or anyone else really want to make themselves act any more like those guys than certain chunks of the game lore already point out.
What i'm reading is we shouldn't be skinning because we'd be acting too much like Necromancers? I don't understand. It's something we do already and the proposed change of combining FA and Skinning wouldn't really altar that. All it would do is get rid of a 1 use skill that caps very early.
Re: Ideas for First Aid Development on 05/20/2015 08:34 AM CDT
I just wish first aid was useful. Past about 600 ranks nothing has changed in what I can do or rt. I still cant tend internal bleeders. I still cant bandage my missing hands. And almost impossible to train at this point.
First Aid: 1081 62.13% clear
Waiting for results..................................................................................................................
First Aid: 1081 62.13% clear
Waiting for results..................................................................................................................
Re: Ideas for First Aid Development on 05/20/2015 10:46 AM CDT
>>What i'm reading is we shouldn't be skinning because we'd be acting too much like Necromancers?
Probably reading too deep into it, but I'd say that it's a bit telling that with the way player character could arguably be seen as serial killing sociopaths ("I just got to crossing and after beating up rats for a few days I decided to start murdering the poor louts of the east gate!") the idea of removing the skin of humanoids to better understand their anatomy is a line they wouldn't want to cross.
>>I don't understand. It's something we do already and the proposed change of combining FA and Skinning wouldn't really altar that. All it would do is get rid of a 1 use skill that caps very early.
Thematic issues aside, I think the issue is less that, and more that if you allow First Aid, a non combat skill, to improve your ability at Skinning, a combat skill, you're violating a rule that GMs are trying to set up about training combat skills outside of combat and without risk.
The way Thanatology works with First Aid is a possible exception to that, but I also think that performing Necro Rituals is still majority Thanatology driven with the First Aid part being more a thematic nod than anything else.
Uzmam! The Chairman will NOT be pleased to know you're trying to build outside of approved zones. I'd hate for you to be charged the taxes needed to have this place re-zoned. Head for the manor if you're feeling creative.
Probably reading too deep into it, but I'd say that it's a bit telling that with the way player character could arguably be seen as serial killing sociopaths ("I just got to crossing and after beating up rats for a few days I decided to start murdering the poor louts of the east gate!") the idea of removing the skin of humanoids to better understand their anatomy is a line they wouldn't want to cross.
>>I don't understand. It's something we do already and the proposed change of combining FA and Skinning wouldn't really altar that. All it would do is get rid of a 1 use skill that caps very early.
Thematic issues aside, I think the issue is less that, and more that if you allow First Aid, a non combat skill, to improve your ability at Skinning, a combat skill, you're violating a rule that GMs are trying to set up about training combat skills outside of combat and without risk.
The way Thanatology works with First Aid is a possible exception to that, but I also think that performing Necro Rituals is still majority Thanatology driven with the First Aid part being more a thematic nod than anything else.
Uzmam! The Chairman will NOT be pleased to know you're trying to build outside of approved zones. I'd hate for you to be charged the taxes needed to have this place re-zoned. Head for the manor if you're feeling creative.