Healing actions and healer progression

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Healing actions and healer progression

Postby ven » Thu Mar 02, 2017 3:51 am

Intended to create convenience and content while also giving a use to will and creating a new subclass - in addition to farmers, crafters etc, we'd also have characters specialized in healing (with a specific skill tree and all).

A few examples, some of which compiled from older threads:

. Surgery to heal major wounds faster, with the downside or having a % chance of making them worse.

. Experimental potion also to heal major wounds faster, and also with a % chance causing harm. Intended as a psyche alternative to the DEX-based surgery.

. Different levels of both, so that we have the option of performing a "very risky surgery" to heal larger amounts of damage, for example.

. CP Resuscitation of recently drowned players, as suggested by the thread just below this one.

. Specific healing actions for annoying wounds, antcid and drowning in particular.

. Alchemy in general, including complex crafting of recreational drugs (with visual effects and attribute modifiers), poison (against animals), antidote (against future venomous animals), and culminating in the possibility of crafting philosopher stones through great effort.

. Tattooing. Much like gilding, but permanently and on people, with its success dependent on the skill of the healer performing it.
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Re: Healing actions and healer progression

Postby Thedrah » Thu Mar 02, 2017 2:15 pm

tribal tattoos ftw

and can wounds re-open from expending stamina or from more combat? and some wounds actually get worse without care such as infected and such. it's silly we have 10 deep cuts on a single character and it never gets better/worse
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Re: Healing actions and healer progression

Postby jorb » Tue Aug 01, 2017 7:50 pm

Some nice ideas here!
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