I got REALLY bored at work and started thinking about this WAY too much. The following were a few of hte things that I could think of that would make it better at least in my opinion. (note the my and opinion, this post is pretty much 0% fact)
1. Make it skill based instead of bonus based. Some things would need to be changed and are detailed below, but again the first thing is give you no bonus for being any profession. (The wizard issue is discussed below)
2. Rangers.
We pretty much all acknowledge that rangers should be the alpha and omega, bees knees, etc. of foraging but doing it with a flat bonus makes them so absurdly good at it that it makes little sense to use other professions when you can instead use a ranger. Instead of just making rangers better by a flat bonus, make them better than any other same leveled profession with ease. How to do this?
First allow them to 3x survival. They have to spend some training points to do it but can through training choice be better than any other class with survival skill alone.
Second change 603. Instead of making it a flat bonus only make it a flat bonus with another skill training path that could allow you to make it better for a ranger. One example:
30 ranks + (ranger circle/2) + survival ranks/6)
This would give a flat bonus of 30 pseudo ranks straight off for it and for anybody that used it off a scroll, but allows the ranger to make it a VERY stong spell if they put the dedication into it. If it's too strong reduce the values more, it has a lot of flexibility.
3. TP cost.
The TP cost at the moment reflects the inherent bonus's for professions sort of, so some might need to be changed a little bit for the old bonus. If you decide that for example empaths are supposed to be better than other casters make it a little bit cheaper for them, maybe 2/2 instead of 3/2. etc. for other professions as needed.
4. The
haste problem.
with the removal of all profession bonus's haste becomes an extremely powerful tool that makes a low level wizard a very strong forager, stronger than rangers potentially. An easy way to see this is make a very basic assumption filled chart regarding your chance of
not finding an herb at certain percentages. This uses the assumption that it takes 6 seconds on average non hasted (overestimated probably) and 1 second hasted. that means you can have 6 tries to find an herb as a wizard to every 1 by a non wizard. that yields:
Wizard % chance to not find it | 99 | 98 | 97 | 96 | 95 | 90 | 85 | 80 | 75 |
Wizard % chance to not find it after those 6 tries | 94 | 89 | 83 | 78 | 73 | 53 | 37 | 26 | 18 |
This shows that a wizard that has invested enough TP's to get to just a 25% chance to find an herb has an equal chance to find the herb in the same amount of
time as someone who has invested enough skill to have a 92% chance to find it of any other non-hasted profession. The great equalizer, haste imbeds. Because of the ability to get these there should be a penalty for wizards but not overly huge. My suggestion would be maybe just increase the TP cost of survival for wizards, possibly even to double that of other casters. 6/4 instead of 3/2 and keep the cap of 1x for wizards. The double training point costs would make it such that any wizard is likely to have half the training of any non wizard which would help to close the gap with that haste chart. If it is still insufficient it might be better to make it cost 3/2 again (I couldn't see making it even harder to train considering the other benefits of survival) and make it so that for wizards survival contributed only 1/3rd of what it does to foraging as for other professions but this would pretty much require allowing them to 2x survival. I don't favor the idea of an inherent penalty to wizards, I think an untrained wizard should be just as good/bad at foraging as any other class that never trained for it at all. Also a flat bonus of -30 pseudo ranks is
MUCH easier to overcome than a rank based penalty.
5. The over skilled problem.
This is one issue with allowing rangers a significant amount of skill, at some point they can already herb anything anyway and with the basic model above they could potentially get to:
303 survival ranks + (30 + 50 + 50) pseudo ranks(from 603 assuming 100 ranger circle ranks) = 433 ranks or 144 bonus. What to do with that extra bonus? One option could be Round Time reduction. Basically what would happen is if the roll was enough higher than the roll required to get the herb you would get a reduction to the RT of the successful herbing. I know it's not much of a benefit but it's at least something... And if it was strong enough could make for a really good foraging ranger with certain builds.
Again all of the above is just opinion, your free to disagree with anything and everything. If you have gotten this far thanks for reading!