A little help for team nature with the withering

Started by IxTheSpeedy, January 27, 2012, 09:39:22 PM

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IxTheSpeedy

First let me state, I do not think that making the withering more of a central theme than it has been in the past is a bad thing.  It's fine.
 
However.

As it stands now, team nature is forced to obtain gold so that they can obtain remedy tea for the withering to keep things under control.  While this is not a problem for some, it does make a faction that is IC'ly not focused on gold have to become very focused on it because we are the most exposed to the withering.

I suggest allowing potentially two things.

1.  Allow the trade of herbal type ingredients for points similar to the way things are collected for supplies.  X number of points, you can get a dose of withering medicine.

2.  Allow a way for us to make withering tea or something like that through herbalism.  It seems very plausible that this could be done and it would make perfect sense.  

Basically, as it is now, it is quite difficult to log in and hang out with your fellow nature PCs.  Hatch plots, RP, etc.  The behavior that is generated is the opposite of what is desired I believe.

Thanks

The King Of Beasts

Gold, as always, has been easy to get for nature PCs. Nothing in the druid guidebook says you cannot mug travelers of their gold in order to get withering reduction.

Nothing says you cannot get your withering reduced via other clerics.

IxTheSpeedy

It isn't easy to get, not for all of us, nor is mugging all that appropriate for a good aligned character.

Regardless, both of my suggestions make perfect IC sense.

The King Of Beasts

Perfect IC sense, true enough. I've advocated that wild pcs can turn in herbs instead of gold and get withering reduction as well. <.<

And why isn't mugging appropriate for a good aligned character? You're a druid. They are wretched outlanders who come traipsing through YOUR groves. Ask for a tithe of respect or tell them to bugger off. If they still trample through, well, you did warn them! ;)

OrneryBadger

Eh, I think getting clerics to treat it is simple enough

putrid_plum

I would like to support this post, but I am mostly aiming it tword Stargazer characters.  While others, even nature character can and would call upon gods to cure them, I find it a bit silly that a stargazer would accept such things from outsider gods.  I peronsally find it hard to make gold as a stargazer but of course that might just be me, though I have yet to find a merchant I can sell things to.

If there is some way to use gathered components to create these curing potions, I would gladly take a small XP hit for it.  Spending huge amounts if not all my time in lands where the Withering continuely beats down on you is rough.  Or perhaps a stargazer only Zodiac Shaman that gives dicounted or as stated above, for herbal components, curing.

Third Day Sepulchre

QuoteI find it a bit silly that a stargazer would accept such things from outsider gods.

Do stargazers not have clerics at all?

Porkolt

They have druids.

No clerics.

Spiffy Has

Quote from: Third Day Sepulchre;272743Do stargazers not have clerics at all?

No, they have no clerics. Clerics imply some sort of 'civilization', and the desire to spread their beliefs. Stargazers view everyone as 'outsiders', even druids not of their race. They do not wish to involve outsiders, unless it's desperate, in Stargazer rituals.

A cleric would seek to spread their way of life to others, so it isn't really desirable for them to to have such classes.

OrneryBadger

Sounds like an IC issue they have to confront or die horribly to, then.

Frenzied

Sorcerer with remove curse. D:

putrid_plum

It is an IC issue for sure, to some extent.  It's a bit unfair that say, Stargazers, cannot do most if quests with quest-givers.  These are the quests that actually pay out gold.  Added that Stargazers cannot even enter a city at all except the Mountain Pass or the Eyrie sort of hinders the ability to find people greatly.  On top of all that Stargazers are forced to be in withered areas no matter what because even their own village is not safe.  Unless you just stand around in the Shroud or Forgotten Forests.

I know the incoming, "Thats the life of a Stargazer." is coming.  Still, sometimes the fun-factor should be considered.  I'm forced to try and spam quests every second I'm on to even TRY to keep it down, which I seem to be utterly failing at.

Atleast it's something to be considered.

RuinedDesires

Some people may be more than willing to trade roots with you. How about trying that option some!

Crump

afaik roots don't remove withering, they just slow the rate of progression -- if it does even that, it could just be a placebo.

A Tribal Shaman Sorcerer looks like it would be an flavorful option to help pure tribal/wilderness sorts out, but you'd need one at level 8 just to pick up the spell (and they'd get no other level 4 spells until lvl 9, ouch for a sorcerer) and you'd need to convince them to drain their own xp to cast the spell, while a cleric can start doing it at level 5 when xp is plentiful and easy and losing 600-900xp to help one character isn't as huge of a sacrifice to pay.

Perhaps a good option would be to give the Tribal Shaman a Remove Curse 1/day at level 5? Honestly I found the bonuses from that sorcerer bloodline to be pretty uninspiring compared to the others.

Ebok

Heh, I actually found the shaman sorcerer path to be VERY impressive.

However, having played a wilderness lurking cleric for damn near ever, I can say a few things with certainty. Getting gold in the wilds is Suuuuper easy. And most wilderness characters do not have need for large piles of gold, which means in the past those factions tended to be inordinately wealthy. (having played 3 wilderness pcs now, I can say without a doubt they were by and far my richest pcs) Having a drastic need to obtain gold isnt a bad thing, and good aligned characters can mug people. Mug evil people. Beat down conclavistists, ordermen, hell go after wyrm watchers if you're disposed towards it. Since we're in a setting where conflict is handled through combat (martial engine), and conflict is desired... then make some waves.

When it comes to gold, honestly, nature pcs might be returning the metal into the earth to gain the benefits. Who knows if the NATURAL METAL itself isn't the component for these things.

Otherwise gold itself is vague, it doesnt really have an actual value. I mean who carries around 5000 coins on their person? 15ooo? 50k? Gold in this sense can easily be "understood" as more then simply coin. It could be valuables of a variety of types which is simplified via engine into a "gold" or trade value. Think of it as you will, But I think growing curse removals is a very very bad call. (outside actually growing storyline potential cures)