I think Tailoring already does heal kits with weight reduction but...
It would be great to see improved heal kits on Elvin. Increased cost, but weight reduction to let heal kits match heal potions and scrolls.
Let him sell +12 heal kits with weight reduction that brings them down to same as potions and scrolls. Cost 500/kit or something.
This would also help encourage the use of heal kits and heal skill instead of purely going with heal potions/scrolls.
Heal Kits
Well you've been kind enough in the past to bring up the reasons to toss Bio's implementation altogether:
Useable in combat, can throw 2/round, no AoO, useable on a party member anywhere in the module, heals stuff it shouldn't, relies on code that Bio could change at any whim...
Useable in combat, can throw 2/round, no AoO, useable on a party member anywhere in the module, heals stuff it shouldn't, relies on code that Bio could change at any whim...
Tep wrote:I login and there's a dwarf to kill. You can't ask for much more than that.
Alkapwn wrote:NC has the most amazing melee build there is. Its a friggin unstopable juggernaut of pain.
It's not possible in all areas (because of the nature of specific bug), but can still be done.
Wouldn't be particularly hard to do soemthing else, the real question is how to implement the heal skill. It would be an item that wouldn't eat itself on use (maybe charges--it's like a first aid kit really). That would bring the costs back to Bio standard (kits strike me as really pricey in official campaigns and modules that use mostly default stuff), but might bump down the desireability of tailoring or leather crafting.
I'm thinking something like:
- Not useable in combat.
- Will heal disease, poison with successful check.
- I'm a bit icky on hitpoints, but we still have rest give full heal so that would just add tedium if not included.
Wouldn't be particularly hard to do soemthing else, the real question is how to implement the heal skill. It would be an item that wouldn't eat itself on use (maybe charges--it's like a first aid kit really). That would bring the costs back to Bio standard (kits strike me as really pricey in official campaigns and modules that use mostly default stuff), but might bump down the desireability of tailoring or leather crafting.
I'm thinking something like:
- Not useable in combat.
- Will heal disease, poison with successful check.
- I'm a bit icky on hitpoints, but we still have rest give full heal so that would just add tedium if not included.
Tep wrote:I login and there's a dwarf to kill. You can't ask for much more than that.
Alkapwn wrote:NC has the most amazing melee build there is. Its a friggin unstopable juggernaut of pain.
- PeregrineV
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