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Potion System Project

By: a guest on Dec 19th, 2013  |  syntax: None  |  size: 5.71 KB  |  hits: 48  |  expires: Never
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  1. -=Potion System Project=-
  2. The idea of this document is to fix the current potion system that has been recently implemented, as well as trying to control it.
  3.  
  4. Lets start with the basics, some suggestions from my part:
  5. 1) Now that it is set that every potion requires a base known as "blade grass", the way to get it and quantity should be set as well.
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  7. 2) The creation of a new channel known as "#FourCannonLab" where players must go if they want to make potions, always under the vigilance of a GM, that way we could keep an entry of every discovery and other stuff.
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  9. 3) Its more general than potion making-only actually, but i think there should be a list that keeps track of every player's inventory (if theres not one already), and the reinforcement of the use of the foraging one which half of us (me included) do not use but should. That way players wont suddenly go to the lab claiming to have every kind of plant known in the game without any kind of evidence.
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  11. 4) Medical poisoning for overuse, something like drinking more than 3 potions in the same adventure will have a negative effect on the player depending on the potion used (something like having a totally opposite effect), that way people wont claim to have 10-20 healing potions they made outof nowhere 4 minutes before the adventure (making point as well to the previous suggestion) because they saw the announcement of a quest in thread/IRC and become unkillable.
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  13. 5) Lesser potion effects, healing and buffing potions are a perfect example, it would be silly to leave players do potions that heal 6-8HP or give 4 extra damage, 1 or 2 of a stat increase would be perfectly fine, since potions should be made to give you a slight advantage or save you in a pinch, not to make you a killing machine or a demi-god.
  14.  
  15. 6) Different properties of the same ingredient, like giving a good and a bad effect to a herb/plant/etc, which could be increased or decreased depending on the method, example would be... a random mushroom, after some investigation and tests it is discovered that made into a potion gives +1 MaxHP for the rest of the adventure, but reduces your Damage by 1, but if made in certain ways one could make it only give the benefits, or maybe only the side effect. Not all the ingredients would NEED to have a bad effect tho, maybe doing the potion wrongly gives you the opposite of its only effect, this could also open doors to people trying to make "alternative" stuff such as intentional bad effects to put on a dart as a weapon or doing the opposite of a venomous plant as an antidote (more fantasy than reality in this one tho...).
  16. This suggestion is completely linked to the next one.
  17.  
  18. 7) Discovery of a proper method for a certain potion, as it is know there are currently 4 methods: Boil, Distill, Simmering, Burn. My suggestion is more like putting a game into the game (so deep!), something like a guess game, from those 4 methods, one is super effective, one is effective, other is regular and other is wrong. Depending on the ingredient (maybe up to GM to decide) a certain potion is super effective if boiled, other potion is regular if boiled as well, etc. The effects i had in mind for each result would be something like:
  19. SuperEffective - No side effect, doubles benefit (Great)
  20. Effective - No side effect (Fine)
  21. Regular - Both benefit and side effect (Normal)
  22. Wrong - Only side effect (Bad/Opposite[?])
  23. As an example:
  24. -Player1 the Unicorn wants to make a goodberry potion which is know to heal some HP (lets put and random side effect for now) but lowers Attack by 1, he doesnt know what method is the best one, he tries Simmering first and drinks the potion, he recovers some HP and doesnt lose strength, then he found the "Effective" method.
  25. -Player2 uses the mushroom from suggestion 6 in a potion, he doesnt know what method is the best one so he tries burning it, he obtains +2 MaxHP on his adventure, that means he discovered the "Super Effective" way.
  26. -Player3 wants to try a different method for the goodberry potion, so he tries burning it hoping to get the same result as player2, he doesnt get any HP but his damage goes down by 1, he realizes he did the worst method for such potion.
  27. So every method should be noted in some sort of list as well, that way players wont claim to discover the best method when the list says the opposite.
  28.  
  29. 8) (You might think on better names) Naming the potions depending on their discovery, if the goodberry potion hasnt been discovered as a healing potion yet for example, it will be called by the method it was done, something like "Burned Goodberry Potion", when it gets tested and identified it should be changed to the effectiveness in suggestion 7, something like "Bad Healing Potion". That way GMs could resort to the list of potions and methods for the effects.
  30.  
  31. 9) More than a suggestion, a random idea. What if once someone finds the super effective method of 2 potions, they can be mixed? Potions might not work like that but for example, goodberry(healing) potion gives +2 HP(+4 as great) and the mushroom gives +1 MaxHP(2 as great), if you mix both their effects lower to "Effective"(fine aka no side effects) but gives you both bonuses, aka +1 MaxHP and +2 HP.
  32.  
  33. 10) Potions and/or the base known as "BladeGrass" cannot be used on such things as food as in the base's taste is awful, to a point people cant RP to be fans of the potions for its taste, mix food/potions for extra stats(if someone brig out that suddenly food gives you health/stat boosts) or anything.
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  35. If you actually read all that, thanks for your attention.
  36. These are merely suggestions to try to improve a raw system before people gets too deep in it, nothing of this is official until it gets discussed and approved by the players themselves.
  37. Hope you like them, see you soon~
  38. Mariel