Incentive To Wound Treatment

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Incentive To Wound Treatment

Postby hkrile » Fri Oct 28, 2016 3:15 am

On my current main character, she has about 12 deep cuts. HHP from those cuts ranges from 1-10. Most people would find this to be an annoyance rather than an emergency. Because of this, most players would rather ignore the wounds because they still have lots of HHP still left, and the materials for fixing these wounds are too hard to find.

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! :D
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Re: Incentive To Wound Treatment

Postby ricky » Fri Oct 28, 2016 5:06 am

Yeah that's not a bad idea. In general certain wounds should get worse with time and severity. Deep cuts turn into festering sores, starvation transforms into emaciation, antcid burns turns into caustic rash
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Re: Incentive To Wound Treatment

Postby Ysh » Fri Oct 28, 2016 5:14 am

I think I remember jorb react positive to some ideas of infection wound.
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Re: Incentive To Wound Treatment

Postby Antaraner » Tue Nov 01, 2016 1:15 am

the bigest proplem will be balancing. When smb just startet hnh or lost his base and gets mauled by an animal or player. What now how he can dig himself out of the hole he is in?

I personally would welcome that wounds and there healing have more impact.
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Re: Incentive To Wound Treatment

Postby jorb » Mon Jan 02, 2017 10:23 am

More nonsense in this vein would certainly be welcome.
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