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 Post subject: Herbalism/Harvester playtest
PostPosted: Fri Jul 28, 2017 9:31 am 
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Herbalism/Harvester play test.

For the rest of the year (2017) the following play test is in effect.

Players who currently have the HERBALISM skill may choose to participate in the playtest but must inform logistics when checking in that they will be participating. The following rules/conditions apply:

1) Post event (within a week please), anyone utilizing the playtest must submit feedback that includes the following:
a. General thoughts on the skill (Likes, Dislikes)
b. A breakdown of how many skill uses they expended, what level of the skill they have, and what the total harvesting results for the event were. (how many of each color basic, how many orange, how many purple sticks they got from JUST this skill).
c. Any magic items that were adjusted for the playtest, what exactly they did, and the result of having them for that month.
2) Herbalists utilizing this playtest forfeit all herbalism PP and normal herbalism crafting/gathering ability. They may not access any aspect of the standard herbalism skill, for all intents and purposes it is replaced with the below skill set.
3) Herbalists utilizing this Playtest are automatically considered to have the same level of Harvesting skill that they currently have in Herbalism, as well as the same 1-shots (Expert herbalism 1-shot = expert harvesting 1-shot. Master Herbalism 1-shot = Master Harvesting 1-shot, etc)
4) Any magic items that provide additional uses of the Herbalism skill will instead grant additional uses of Harvesting for players utilizing this playtest. All other magic items that may be affected by this playtest must be evaluated on a case by case basis with the GM each event.

Harvesting – Each level of this skill grants one use of harvesting. Harvesting may be used along with a 60 count to harvest an appropriate, recently slain (within the scene/combat), monster or node. If used to harvest a monster you gain a number of basic materials equal to your level of skill in Harvesting. The exact type of basic materials is at staff determination. If used to harvest a node, you gain a number of basic materials equal to your level of skill in harvesting up to a maximum determined by the level of the node (The level of the node may be able to be identified in advance by someone with an appropriate trade skill to the type of node. A miner may be able to identify the level of a mineral node for example. A farmer may be able to identify a crop. A woodsmen may be able to identify a wild plant node.) A monster may only be harvested once. A node will have a specific mumber of times it can be harvested (generally one, but could have more depending on the size/richness of the node).

Picky Harvest (Expert 1-shot) – When harvesting a monster you may now choose to expend an additional use of skill and declare a single basic type of material that you are harvesting. You will then gain your level in harvesting of that type of material.

Rare Harvest (Master 1-shot) – When harvesting you may expend an additional use of skill when performing a picky harvest to perform a rare harvest. A rare harvest will always return a single Rare Material as the result.

Exotic Harvest (Grand Master 1-shot) – When performing a Rare Harvest you may expend an additional use of skill to upgrade to an Exotic Harvest. An Exotic harvest will always return a single exotic material as the result.


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 Post subject: Re: Herbalism/Harvester playtest
PostPosted: Thu Nov 09, 2017 9:45 am 
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The above playtest has been modified as follows based upon feedback received from those using it:



The base harvest skill now allows you to collect either your level worth of random materials up to a max of 5, or half of your level in your choice of materials with a max of 5 (rounded down). Example: Tim has level 6 harvesting. When he completes a harvest he has the choice of either collecting 5 random materials, or 3 materials of his choice.



Rare Harvest is now the expert 1-shot and takes two uses of skill to harvest a single rare material.

Talismongering (Master 1-shot) – A harvester with this ability is now able to expend three uses of their skill in order to harvest a talisman component. In addition they are able to take a talisman component and by expending two additional uses they can begin the process of empowering it. This process takes a month to complete and should be treated as a crafted item. The component and a crafting tag need to be turned in and logistics will issue the completed talisman at the characters next logistics session.

Exotic Harvest (Grand Master 1-shot) – requires four uses of harvesting and returns a single exotic material.


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