Hello,
I'm not sure if there has been an suggestion of this already & I'm not very good in this game and I don't know if theres an actual problem later with HP, so please excuse me and my bad english.
When I talked a bit before on IRC, I've noticed that regenerating HP took very long (Except maybe for the leech treatment) and that there are mostly skills Combat or Criminal related.
First Aid/Herbalism?:
Like Exploration, Marksmanship, Unarmed Combat etc, it would influence the effect of Gauzes (And other items, maybe herbs in the future) in a positive way where 10 Skillpoints would perhaps regenerate the double amount of HP, or perhaps even hhp.
Shaman:
Since a lawspeaker can give someone the title of the Chieftain, I thought that there should be a "Shaman" aswell, he would be able to actually apply gauzes or various of other items on other players with the increased effect of the First Aid skill he has and heal other players. Maybe it should use up Authority to do this? Another way would be to make a Skill just like Lawspeaking, that would give the person this abillity for like 30k LP.
Enhancers,Medicine,POTIONS??!:
I wasn't really sure how to call this... Anyway, to perhaps make the game a bit non-linear we should be able to brew Medicine in the Cauldron and depending on the skill I named, it would actually improve the effect very sligthly of the item. Perhaps Items like LP Potions (Manipulates temporary the Learning Rate), Bark Skin Potion (Increased Armorrating), Increased Building Speed, Increased Walking speed, Magic Water (Dun) to fertilize lands (Would double the amount of gained items on the next harvest. Must be applied to each 1*1 Tile) etc.
For example: a Person with 1 point (default value) in Herbalism would have no impact on whatsoever of those Items upon creation or might even make it worse.
Let's say a Person with 20 Points in Herbalism would make an Item that would increase the speed of building (Or all activities):
20 * 0,05 = 1 = 100% building speed.
20 = Skill Points invested
0,05 = Multiplicator
Now a Person with 80 points would create thise:
80 * 0,05 = 2,5 = 250% Building speed.
A person with 10 points:
10 * 0,05 = 0,5 = 50% Building speed.
Non-Menu-Dependant-Recipes:
I've noticed that alot of things are able to be seen from the Menu and can be created through this. My approach would be to make a general list of Ingridients that can be filled into a Cauldron (Just like heating up a Cauldron or filling it with water). The water-meter (on the left side after you rightclicked the cauldron) could change the colours dependantly on what the outcome MIGHT be, eg. Red = Something HP related, Blue = Speed related, etc. Of course, chances of failing should be possible too and a too low skill (or Int) might not show the real outcome at all.
Make Intelligence useful!:
Since there is no currently use for Intelligence, and not much planned in the future, INT could become useful into having more accurate medicine created for others and less failing of treating others or during brewing. Maybe a high Intelligence could also effect the Stamina, and Hungry bar, since you learned the ways of conversing or wasting your energy. You could setup how fast you could get hungry (or how slow) and less Stamina drain for various of things.
This would create a more supportful playing style, which however wouldn't be very useful on the beginning and the values can be tinkered with to actually make it dependant on various things or make it harder (Because I really don't know how HP Managment looks like for goons or highbees). I can already imagine myself wandering in the Hearthlands and applying stuff on people to trade various items.
It's just an idea that currently flew in my head around, because I want to play a passive character instead of wasting points into fighting - Which I might never get into, or if I do, I'll die anyway