Scout Archive
Thread: Natural Healing.
One of the problems I have with SWG’s skill point system is that unless you plan on staying in a city or not involve yourself with Combat then you will need to take Novice Scout and Novice Medic. Over 30+ skill points to be able to travel at a reasonable speed and perform minor heals. To me this doesn’t make a lot of sense. As a result I would like to see the addition of Natural remedies added to the scout Wilderness Survival branch. The way the system would work would be as follows.
At Novice Scout you would be granted a +5 in Natural Medicine Use and +5 In Natural Medicine Crafting. You would also get a schematic for a Health Balm.
At Survival 1 you would get a +5 in Natural Medicine Use, Natural Medicine Crafting & Natural Medicine Experimentation. You would also get an Action Balm a schematic.
At Survival 2 you would get a +5 in Natural Medicine Use, Natural Medicine Crafting & Natural Medicine Experimentation. You would also get an Mind Balm a schematic.
At Survival 3 you would get a +5 in Natural Medicine Use, Natural Medicine Crafting & Natural Medicine Experimentation. You would also get an Health Dressing a schematic.
At Survival 4 you would get a +5 in Natural Medicine Use, Natural Medicine Crafting & Natural Medicine Experimentation. You would also get an Action Dressing a schematic.
At Master Scout you would get a +5 in Natural Medicine Use, Natural Medicine Crafting & Natural Medicine Experimentation. You would also get an Mind Dressing a schematic.
The Ranger Wilderness survival branch would follow the same template except the schematics would be for b’s (i.e. Health balm b)
The level a schematics would heal for a maximum of 200 damage, the Level b’s would heal for a maximum of 400 damage. These levels are caps and would be on items that had been fully experimented on; base levels would be for around 50. There would be no wound healing abilities because that would require a medical professional. There would be no speed increases so healing would occur at a similar rate as a novice med using stimpacks. Level a Balms (hate the word but cant think of a better one) would require a +5 to use and Level b’s would require a +25 to use. Dressings would be used to slow bleeding of the designated pool. In the implementation of this these items should be greatly inferior to Medical healing. They should reduce downtime between battles, but should not be strong enough to replace battlefield medics (i.e. no CHing Druids).
I included mind healing because it is a problem especially in PVP. The healing levels of these items would be relatively low and shouldn't cause the Medical prof loop that mind healing had earlier caused.
Wbee,
While I like your ideas - and they are well thought out and presented - I think they'll really PO the medics and doctors out there.
Instead, I've proposed (based on community feedback) to make the forageable items we get provide healing powers, instead of buffs. It's in my "List" thread, stickied to the top of the forum.
Hopefully this will be something added later on down the road.
B
While I like your ideas - and they are well thought out and presented - I think they'll really PO the medics and doctors out there.
Instead, I've proposed (based on community feedback) to make the forageable items we get provide healing powers, instead of buffs. It's in my "List" thread, stickied to the top of the forum.
Hopefully this will be something added later on down the road.
B
Thanks for the feedback. I really wanted a way to implement this without POing the meds and formed most of the ideas around the theory that they would be very underpowered compared to med skills. Basically I wanted to reduce downtime without replacing medics completely. I was thinking about making them self-heal only. I really like your idea for the foraged foods and think that that would take care of the issue.