I believe that wounds with open skin that don't heal over time, i.e. deep cuts, fell slashes, and cruel incision, should become festering wounds after a set amount of time. This would make players pay more attention to their characters health and status of their wounds rather than putting the wounds on the back burner and fixing them at their leisure. Of course because of this, two main things would need to happen, better treatment for fresh wounds, and special treatment for festering wounds. Festering wounds would not heal on their own, would cause more HHP to be lost, cause status effects like agility and strength down, and would need special treatment to cure.
Fresh Wound Treatment
If infected wounds were to be implemented, better ways to prevent them would need to occur. For example, making wayboard a more common herb so players can still have an option to heal their wound, but it still would not be as good an option as using gauze or rootfill. Another option would be making gauze re-usable. Allowing the player to sterilize bloody gauze with vinegar lets players to treat their wounds faster without having to search for sheep to shear.
Festering Wound Treatment
If a player were to ignore their open wounds and allow them to get infected, it would make sense that the player would need to treat the wound differently, because now the player has to deal with a bacterial infection along with the wound itself. My idea is that players would need to use herbal-cured gauze to clean and heal the wound. This herbal-cured gauze would be made with wayboard, yarrow, and gauze in a boiling cauldron. Healing a festering would will take more time than if the player had fixed the wound sooner and use more resources to punish players for allowing their wounds to fester out of control.
I would like to see this become a game mechanic in the future, tell me your thoughts!
