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First-Aid Kit

I'm sorry if a similar suggestion has been posted previously.

The non-magical first aid system in the server is great, but a minor thing could make it a little better as well as saving on some inventory space.

In addition to having the single-shot medicine bags, we could also have a First-Aid Kit which would do similar, only it would be a slightly larger item with 10 or so charges. Available for a higher price, of course.

I've seen similar items on other servers and they've been quite useful, rather than having 3 tiers dedicated to holding all your medicine bags, tonics and anti-toxins.

A useful trick I discovered is put all of your herbs in bags, except one. Put that one in a quickslot, and it will use the ones in the bags first. Saves space and is handy as hell.

Pups idea is an excellent one, and something some players do. Buy a box or bag and stick them in that, and voila!

Nuclear Catastrophe Pups idea is an excellent one, and something some players do. Buy a box or bag and stick them in that, and voila!
I have to comment on this, though, that dropping a container (for example when knocked out) will rearrange the contents - This can cause loss of items, if the rearrangement doesn't leave room for them.

there is no problem if you're only using a bag designated for healing packs!

I think Arkov is cooking up a more elaborate herbalism system, which may incorporate stuff to save space.

A very minor detail, but you actually CAN quickslot the herb pack that's in your box. Just take it out, quickslot it, then put it back in. It will always draw your other herbs first, and the quickslot stays until you use your last packet.

This is just a seperate tip, something my physician does. Store an anti-toxin and a salutary tonic in each kit you carry, quickslotted to some obscure ctrl-F#. Trust me, it'll save a party's frontliner a world of trouble.

This will probably be unpopular but should there be a cap on what a Herb pack is able to recover in hit points?

A 6th level priest with 16 wisdom and skill focus in healing can have a base healing score of 15 then add items in and this can get up to 23 or so. In the hands of such a person a singel Herb pack can recover from 14 to 33 Hit Points with single application.

Even in combat this is a guaranteed success of anywhere from 4 to 23.

*slaps himself* Don't give suicidal propositions nestek, Lona needs that massive hp recovery !.

Seriously, why should there be a cap? If your cleric is an expert healer and can heal 30 hp, why not?

In the end, recovering 30 hp for a 90hp total fighter is the same as if you healed 10 hp for a 30 hp total mage.

Taking Skill Focus: Heal would represent your character being an expert healer. I see no reason to put a cap on how effective a PC can become in healing.

Mad: I agree with you that there should be no limit. BUT :)

My ten cents:

I suppose this all depends on a couple of things: How realistic do you want this feature? Do medicine bags create a needed balance in the game?

If you're looking for realism, then the current method should be scrapped. A healer cannot heal someone who is fighting or employed in activities that exert themselves. Healing with bandages, herbs etc.. takes time and non-activity as opposed to healing magics for example. Of course everyone know this.

If they're in the game to help out players and are a needed balance, then I say leave the system the way it is.

I personally like the medicine bags as they've helped out a lot. Is it realistic? Not in my opinion but this a computer game first and role playing game second so it doesn't/can't always happen.

Korilius / Mad - Yup fair points and I withdraw my original query about capping the effectiveness of medicine bags.

Heal on dear chaps, heal on!

Cheers

I think that being able to use healing bags during a fight should be discarded completely. I know the increased DC represents the added difficulty, but really, as Korilius pointed out, being able to apply herbs to the wounds of someone who is fighting is very logical.

I also would like to see armour having to be removed before applying herbs/bandaging to a wound. I'm sure there is a reason it hasnt been done that way, though.

I would imagine it is a NWN mechanic issue with removing armor.

I agree removing healing bags in combat would make sense and if you do this then also discard the time lag that hit points are recovered - I would say the longer a healer works with a person the more HPs are recovered upto the maximum allowed.

This can represent the time taken to clean and bandage wounds etc the more time taken the better off the person is rather than lining everyone up throwing herbs at them and watch the health counters slowly improve.

MadCaddies I think that being able to use healing bags during a fight should be discarded completely. I know the increased DC represents the added difficulty, but really, as Korilius pointed out, being able to apply herbs to the wounds of someone who is fighting isn't very logical.

I also would like to see armour having to be removed before applying herbs/bandaging to a wound. I'm sure there is a reason it hasnt been done that way, though.

[EDIT- I went to change 'is' from the first post to 'isn't' but it came out in a new post. Its because I hit 'Quote' instead of 'Edit'. :oops: ]

Howland I think Arkov is cooking up a more elaborate herbalism system, which may incorporate stuff to save space.

Mad and everyone. If the suggestions don't cause an inbalance, perhaps Arkov might take these points into consideration and then incorporate them in his/her herbalism system.

I'm anxious to see what it's like!

MadCaddies I think that being able to use healing bags during a fight should be discarded completely. I know the increased DC represents the added difficulty, but really, as Korilius pointed out, being able to apply herbs to the wounds of someone who is fighting is very logical.
I may boost the DC a bit. I don't have strong feelings either way.

MadCaddies I also would like to see armour having to be removed before applying herbs/bandaging to a wound. I'm sure there is a reason it hasnt been done that way, though.
Personally, I think it's just annoying to have to strip naked every time you want to patch a minor wound. >_>

And yeah, I am working on a herbalism system! We'll see what happens with that.

I think the DC for combat is fine. Raise it any more and at lower levels it will have an effect on how many people die due to bleeding but not bieng attacked whilst bieng in combat with someone who is. Yes higher levels can make the DC much easier, but its more difficult in the first few levels.

I'm no scripter, but I know this can be done. The City of Arabel server REQUIRES that armor be removed before a healing kit is used. This has gotten parties there into some hot water as some gung-ho idiot charges off before all the healing is done and the armor put back on!

nestek I would imagine it is a NWN mechanic issue with removing armor.

I agree removing healing bags in combat would make sense and if you do this then also discard the time lag that hit points are recovered - I would say the longer a healer works with a person the more HPs are recovered upto the maximum allowed.

This can represent the time taken to clean and bandage wounds etc the more time taken the better off the person is rather than lining everyone up throwing herbs at them and watch the health counters slowly improve.

It could definitely be done, but it's totally undesirable. People ripping off armor on/off in a split second was kind of immersion breaking for me (of course I still did it).