Board Thread:Suggestions forum/@comment-26054360-20171019222051/@comment-26054360-20171026163731

AlteOgre wrote: Aye. I would much fancy the basic mechanics of that disease plugin I referred to. That would imply introducing various status effects dependent on the cause of health loss and introduction of corresponding cures. I wouldn't consider introduction of diseases though ... although that would be an addition I would fancy as well. I don't think it's that hard to code for effects and cure effectiveness dependent on cause of health loss. I fear it will be harder to find sufficient support for it.

Some of the concrete aspects I have in mind: Besides these, healing potions should still be effective for instant regen of only limited lost hp. Otherwise most more tricky pve encounters will become not worth the risk. Think Athelas, Miruvor, Morgul Draught and Elfsong Ent Draught all adding 2-6 hps (dependent on potion strength) upon consumption (while reducing their other, slightly ridiculous, 'magical' effects). Overall, this will still require some very good thinking though, as the entire system of draughts/potions assumes a different healing/hunger mechanic.
 * Sharp melee weapon and arrow/bolt inflicted damage always causes flesh wounds / bleeding (no bleeding status effect though), resulting in slower regen, to be countered with bandages and/or rest (sleep). Finally some useful purpose of paper and beds again.
 * Fall damage and damage from bulgeoning melee weapons and heavy, blunt projectiles has a chance to result in fracture, which results in no regeneration until rest and/or splints (or some other form of stabilisation) are applied.
 * Damage from sharp melee weapons or projectiles and from attacks by animals has a chance to cause infestation/inflammation, resulting in significantly slower regen, only to be countered with basic ointments.
 * Damage caused by poison/whither causes 'tissue/system disruption', resulting in no regen, only to be countered with strong ointments.

Note that 'Nature bites!' includes a similar concept. The motive for that proposal was to make pve grinding harder and gameplay more realistic/immersive by adding more and higher risk factors. That motive can also be used for an adjusted health/regen system imo.

Alte, this is why you're awesome.

I like all of this. My only concern would be that sharp/projectile having two possible effects makes me leery, being slow regen AND inflammation. I think each major weapon/attack category could include a debuff, and each "heal" could counter said debuff, or add a buff(bandages stopping slow healing, splints stopping slow speeds, etc).

So we need a chart to break those out.