Immersive Gardening: Difference between revisions
A proposal to overhaul the Herbalism task, requiring players to tend to plants, taking on sub-roles in this process. |
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Proposal: '''Immersive Gardening''' | == Proposal: '''Immersive Gardening''' == | ||
== Amend '''Herbalism''' to read: == | |||
As a Task, a player can cultivate herbs/plants from the Greenhouse Botania. | |||
Append section '''Horticultural Encyclopaedia''' under '''Herbalism''' with the following: | == Append section '''Greenhouse Botania''' under '''Herbalism''' with the following: == | ||
The greenhouse Botania initially holds 4 pots. When a player performs the herbalism task, they may do one of the following: | |||
* Propagation: Any unoccupied pot in the Greenhouse Botania can have herbs placed in it, where this player selects up to 1 herb per pot from the Horticultural Encyclopaedia, removing the appropriate resources from their inventory to do so. | |||
* Hydration: Any pot with a herb in it can be selected (once per pot) by this player, incrementing its growth stage by 1 (initially 0) and receiving the rewards as listed in the Horticultural Encyclopaedia. If a herb's growth stage would be incremented beyond its 'Stages of Growth', this instead does not occur. | |||
* Harvesting: Any herb can be selected to be removed. If it is on its final growth stage ('Stages of Growth'), you receive rewards (refer to Horticultural Encyclopaedia). > If a player attempts to interact with a pot and this would cause them to lose more of a component than they own, the interaction instead does not occur. | |||
== Append section '''Horticultural Encyclopaedia''' under '''Herbalism''' with the following: == | |||
> - Darkvine (Resource Cost: 99 🌿, Stages of Growth: 20, Rewards: 1d6 + ⌊Effectiveness/16⌋ 🌿 at each growth stage and 1 ❤️🔥 upon harvesting) | The following list details the possible herbs/plants and their attributes: | ||
* Feather Fluff (Resource Cost: 1 - ⌊Effectiveness/50⌋ 🌿, Stages of Growth: 5, Rewards: 0 + ⌊(Effectiveness)/15⌋ 🌿 at each growth stage and 3 + ⌊Effectiveness/10⌋ 🌿 upon harvesting) | |||
* Yaqqip (Resource Cost: 5 - ⌊Effectiveness/18⌋ 🌿, Stages of Growth: 2, Rewards: 1 + ⌊(Effectiveness/15)²⌋ 🌿 at each growth stage and 2d3 + ⌊Effectiveness/16⌋ 🌿 upon harvesting) | |||
* Baneberries (Resource Cost: 1 🩸 and 3 - ⌊Effectiveness/12⌋ 🌿, Stages of Growth: 4, Rewards: ⌊Effectiveness/6⌋ - 1 🌿 at each growth stage and 1 + ⌊Effectiveness/10⌋ :alembic: upon harvesting) | |||
* Trungleweed (Resource Cost: 1d3 - ⌊∛(Effectiveness)/2⌋ 💎, Stages of Growth: 1, Rewards: 2d3 - ⌊16/(Effectiveness)⌋ 🌿 at each growth stage and 1d4 + ⌊Effectiveness/3⌋ 🌿 upon harvesting) | |||
* Beetwood (Resource Cost: 9 🌿, Stages of Growth: 6, Rewards: 1d3 - 1 🌿 at each growth stage and 1d2 - 1 💎, ⌊Effectiveness/2⌋ + 1d4 🌿 upon harvesting) | |||
* Porcupine Tree (Resource Cost: 13 - ⌊Effectiveness/20⌋ 🌿, Stages of Growth: 4, Rewards: 2 + 1d6 🌿 at each growth stage and ⌊Effectiveness/6⌋ - 1d5 🌿 upon harvesting) > - Darkvine (Resource Cost: 99 🌿, Stages of Growth: 20, Rewards: 1d6 + ⌊Effectiveness/16⌋ 🌿 at each growth stage and 1 ❤️🔥 upon harvesting) | |||
If a resource cost would be negative due to effectiveness, it is instead 0. |