Thanks for all the ideas...I've been cogitating on these over the last few days.
Xcerus wrote:Herbalism Ideas: The ability for a herbalist to collect herbs that last for one hour upon completion Eg:
I go foraging for 15 mins as a adv herbalist - that gives me 3hp worth of healing herbs. I can either use them immediatly or bundle them and they will stay fresh enough to use for 1 hour. Perhaps people could use coloured strings for different bundles or even write the time on a small paper tag as well as list what herbs they are in a way a herbalist would list a stock item

I'll consider mechanisms to enable you to store multiple sets of herbs.
Xcerus wrote:Alchemy Ideas: Experimental Brewing - the ability to experiment with various ingreadiants to produce potions that you have not been taught how to make - after all the first ones came from somwhere right? Obviously you throw in a random aspect on what is made - is it even useful - this can be a component thing - how many pp's did you use did you get a herbalist to give you some nice weeds? will it explode etc
Yeah, something like this would work, but you'd need to consult GMs during the game to see what your options are. Of course, this means such requests would be limited per game...
Xcerus wrote:Combined Alchemy and Herbalism Ideas: The ability to reduce the power point cost of any potion by the value of the herbs you are putting into the potion. For example a low level herbalist forages for 15mins and then uses those herbs to make a healing potion - by doing it this way they have provided one forage worth of herbs and thus covered the cost of one power point.
Then again, the advantage of being a Herbalist/Achemist is that you don't need to deal with anyone else when you need some herbal components for your alchemical potion...
Xcerus wrote:The big advantage with alchemy at the moment is any one can use the potions (well... most people... *looks at Vanya and sighs*) the disadvantage is that they take time to prepare and are at least as expensive if not more so pp wise than their casted cousins.
They are intentionally more expensive than their casted counterparts because you can:
a) effectively pre-cast the spell
b) not be around when the spell is used
Jared wrote:In my limited experience, being able to tell something is different is the biggest clue to special properties. Obviously a custom made item, say a black sword covered in mystic runes (which glow at night??) and slays enemies at its slightest touch is a bit of a gimme.
Perhaps it would be doable that we dis-allow anything rune-encrusted, as this is a clear indicator of high-magik.
Jared wrote:In Knightshade, a strip of blue or yellow tape on a weapon designates it as magic. While this might not be what you want to do, a simple marking will allow players to recognise an item as special, if not actually magical. A marker is used because quite simply we don't have the standout items that would otherwise scream "special". If you have items such as black runed swords to hand out, then thats fine, use them. Otherwise, a cryptic label should do you well.
Yeah, that's what I'm leaning towards.
Jared wrote:Again in KS, even though an item can readily be identified as magic, it still requires a formal magical identification to find all of its properties. Some items reveal their secrets as they are used but even then, formal identification (using an identify spell) is still required to fully understand an item.
And even then, artifacts of truely unique nature often foil simple identification spells. It is usually another player resource, such as a knowledge or background is required to fully understand an item.
So my advice, make special items identifiable but leave the discovery of any magicks to a more in game means.
For less powerful items, I think I'll make it that the GMs let the players know in due course (I want to avoid GM-necessary spells where possible). For more powerful items, I think it is a good idea for the players to have to figure out what it is ingame.
Muppet wrote:This comes under a main rule of which/how many rules do you want magik items to break? If you can tell a item is magik by just looking at it then you can't have an item which part of its special properities is that it's magik and looks normal.
Yeah, I think there is an argument for special/powerful items to be treated to your average, easily identifiable, magik items.
Muppet wrote:How you change the culture of theft is by changing the occurance and/or worth of magik items.
I'm not so worried about theft of magik items
per se. Stealing magik items is a pretty normal occurance, IMO. What I want to avoid is someone stealing some funky new Paddywhack latex sword because it looked cool and unusual i.e. looting on the
hope that the item is magikal, rather than because it actually is magikal.