Alchemy Suggestion: Panaceas on 04/04/2015 01:47 PM CDT
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It seems that the Alchemy skill puts the game designers in a tricky situation. If the remedies produced by Alchemy are too effective, then empaths will be out of a job. On the other hand, if remedies produced by Alchemy are ineffective or too hard to use, then it's not worth investing training or putting techniques into.

Currently, I feel there's not a lot of demand by players for alchemy products because it's too much drama to haul around a billion different potions.

What if there was a class of alchemy mixtures that generally cured all wounds (like the heal spell on empaths). This panacea would be created by combining various types of alchemy potions. The trade-off would be that these panaceas would be dangerous to create. There would be a high chance of mixtures exploding, causing burns, cuts, poisons, or giving off bad fumes. This way, there is a bit less of a net loss to the wound economy from the creation of these panaceas.

Naturally, everyone could craft these with skill. But obviously, an empath would have a great advantage because of their ability to self-heal. In addition, non-empaths would have a lot more wounds for empaths during their creation.

But the most important end result is that we finally might end up seeing a product from alchemy sold in trader shops.. much in the way armor, weapons, tools, bags, and other lore profession products are already being sold.

What do you guys think?
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Re: Alchemy Suggestion: Panaceas on 04/04/2015 02:10 PM CDT
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I wouldn't have it explode, that would create a lot of drama. However, burns and gases are a good way to go. Also, you should need semi-rare items to create it. For instance, something that is harvested only during a certain season, or when raining, etc.

Regards,

Sortny/Braunwen
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Re: Alchemy Suggestion: Panaceas on 04/04/2015 03:11 PM CDT
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I wish you could take multiple completed remedies for different wounds and alchemically combine them with another catalyst to get a single multi-symptom remedy. Alchemy skill/techniques would determine the decrease in the qualities of the remedy.

First aid skill of the remedy end user could determine if the dosage applied was too low, just right or too high. The first aid check would determine the baseline toxicity of the remedy for an accurate dosage or higher than baseline toxicity for applying too heavy a dose. Low dosage application would give you less toxicity but little or no effect from the remedy. Award first aid experience for application of remedies no matter the outcome.




For the user, carrying a full load of remedies, remembering which remedy heals what, and needing multiple remedies for a single wound site isn't very practical.

For the alchemist, the collection and preparation time for mats is too time consuming and the market demand too low to make it very profitable for workorders or private sale.



Vote:
http://www.topmudsites.com/vote-DragonRealms.html
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Re: Alchemy Suggestion: Panaceas on 04/04/2015 03:20 PM CDT
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>If the remedies produced by Alchemy are too effective, then empaths will be out of a job.

Autopaths. Death cures all wounds. Empathy trainable by perc health and other ways.

Caging health system to empath-only is about as reasonable as caging all death systems to clerics or an NPC cleric.
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Re: Alchemy Suggestion: Panaceas on 04/04/2015 06:34 PM CDT
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Empaths did kind of get pushed out of a job by second accounts years ago.

That said I do like the idea but think it would be better to have panaceas heal areas they are applied to rather than work generally. This would be a better dose economy, interact better with the (expected) toxicity system, and preserve a little more immersion.



>Forgive my snark, but welcome to the life of a warrior mage.
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Re: Alchemy Suggestion: Panaceas on 04/06/2015 02:13 PM CDT
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>What if there was a class of alchemy mixtures that generally cured all wounds (like the heal spell on empaths).

There is already a precedent in the new Remedy system for this. In the 2 Scar Remedy chapters, you can make "general purpose" items, which in theory should be healing all external scars and all internal scars.

Unfortunately, all 4 of those (2 different tiers within each book) are currently broken and not healing anything (the BUG note for each is on the https://elanthipedia.play.net/mediawiki/index.php/Crafting_feedback#Alchemy page).

But, in theory, if "general purpose" items were also added to the 2 Wound Remedy chapters, and of course everything was fixed to be working correctly, that would at least trim everything down to 4 things to carry instead of the current battery of...lots...heh.

And in the spirit of the original poster, I'd totally be on board with an advanced "super potion" chapter as well that either let an alchemist combine multiple healing potions into a single dose, or to have the "one potion to heal them all" option at high skill and/or material requirements.

That is one thing this new system has in common with the old alchemy system unfortunately; lots of stuff to carry around if you want to heal only via herbs.

~~Kythryn~~
"Travel is fatal to prejudice, bigotry, and narrow-mindedness." - Mark Twain
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Re: Alchemy Suggestion: Panaceas on 04/07/2015 01:58 AM CDT
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I am pretty sure, the general scar draught and ointment are working. I used some a few days ago, and they seemed to do something.

As for the original suggestion; yes please. It is annoying having to carry a mountain of remedies around, and being unable to diagnose minor internal injuries makes the whole thing even more frustrating.
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