A pretty simple idea, a flag that you can set so that when you're sleeping, you don't regenerate health. This can be useful for a variety of roleplaying reasons, such as collapsing when you feel you're a moderately safe distance away from a threat (or not!) and want to leave chance up to whoever stumbles over you without them wondering why theres a person at full-health on the ground asleep. You might also feel that whatever wounds you've endured won't go away just by sleeping.
Scratch just sleeping, Kieandatu made a better suggestion with nosave regen.
Or just "nosave regen" to stop all automatic health regeneration.
Quote from: Kieandatu on July 14, 2012, 10:16:56 PM
Or just "nosave regen" to stop all automatic health regeneration.
Yes please!
Quote from: Kieandatu on July 14, 2012, 10:16:56 PM
Or just "nosave regen" to stop all automatic health regeneration.
Agreed. Changing thread title.
To be completely honest, I kinda wish that HP didn't regen below the 60% point unless you were successfully bandaged above it by an NPC or a PC with the appropriate skill. However, I can't make a call on how that would work.
nosave regen seems like it would definitely allow more opportunities for both medics, and for people to say "No man. I'm completely beat up" and not just repair that broken arm by sleeping, and adding tdesc.
I dig the idea
I'd be down for a Nosave regen.
There are so many times when I've wanted/needed something like this.
Sometimes wishing up and asking staff to punt your HP back down works, but I am all for automating it.
Yes please!
I agree, this would be nice to have for certain situations.
Love it. Please.
I also like the idea but would like to add it might be even more helpful if you could, with a simple argument, slow the rate of regen instead of stopping it.
nosave regen = No regeneration of any HP/Mana/Stamina/Stun.
nosave regen 10 = 10% of normal regeneration for HP/Mana/Stamina/Stun.
I think this would allow great granularity in how a scene might unfold.
I dig this too.
Quote from: Kieandatu on July 14, 2012, 10:23:10 PM
To be completely honest, I kinda wish that HP didn't regen below the 60% point unless you were successfully bandaged above it by an NPC or a PC with the appropriate skill. However, I can't make a call on how that would work.
nosave regen seems like it would definitely allow more opportunities for both medics, and for people to say "No man. I'm completely beat up" and not just repair that broken arm by sleeping, and adding tdesc.
I like this idea as well, more than no save regen. Health just doesn't regen without proper medical attention or magical healing / regeneration. It would be sweet.
Armageddon: Such high RP that you're asking to be able to nerf yourself.
Quote from: Reiteration on July 15, 2012, 01:23:23 AM
Armageddon: Such high RP that you're asking to be able to nerf yourself.
This right here folks.
Although, as a second thought couldn't you also do this.
rest
change ldesc is crumpled on the ground within the shade beside a small boulder.
That way you could see what's coming to emote appropriately... the idea being conscious but prone. Won't recover hp if your wounds are great enough because not sleeping.
Quote from: Ktavialt on July 15, 2012, 12:33:51 PM
Although, as a second thought couldn't you also do this.
rest
change ldesc is crumpled on the ground within the shade beside a small boulder.
That way you could see what's coming to emote appropriately... the idea being conscious but prone. Won't recover hp if your wounds are great enough because not sleeping.
This doesn't award the bonuses to things like backstabbing or thieving though, should one of those people come across your body.
Also, for times where you just took a 40hp hit (like a mistake of getting too close to a bahamet) but your endurance is high enough to regen off a 40hp swing... maybe you can nosave regen so you aren't walking around at "Excellent condition" but forced to emote and tdesc vehemently so people know you have half an arm. Plus, what Reit said.
Quote from: Reiteration on July 15, 2012, 04:09:17 PM
Quote from: Ktavialt on July 15, 2012, 12:33:51 PM
Although, as a second thought couldn't you also do this.
rest
change ldesc is crumpled on the ground within the shade beside a small boulder.
That way you could see what's coming to emote appropriately... the idea being conscious but prone. Won't recover hp if your wounds are great enough because not sleeping.
This doesn't award the bonuses to things like backstabbing or thieving though, should one of those people come across your body.
No save steal. No save combat.
Quote from: musashi on July 15, 2012, 05:29:15 PM
Quote from: Reiteration on July 15, 2012, 04:09:17 PM
Quote from: Ktavialt on July 15, 2012, 12:33:51 PM
Although, as a second thought couldn't you also do this.
rest
change ldesc is crumpled on the ground within the shade beside a small boulder.
That way you could see what's coming to emote appropriately... the idea being conscious but prone. Won't recover hp if your wounds are great enough because not sleeping.
This doesn't award the bonuses to things like backstabbing or thieving though, should one of those people come across your body.
No save steal. No save combat.
Now you're managing two nosave flags instead of one, just so you can 'emote' crumpling to the floor. But you'd still be aware of people entering, leaving, and you aren't blessed with "someone"s when they include you in an emote.
Now we're starting to get into hypotheticals, with situations that wouldn't necessarily... uh... necessitate a nosave regen. Now its just "This is how you can help codedly move your scene along"
In the vein of this thread, long descriptions should also be reworded. The annoyance of explaining that I am not bleeding to death, when my long description implicitly states that I am, would be eradicated. I think that the long descriptions should mimic the wording used in the command assess.
Quote from: The7DeadlyVenomz on July 16, 2012, 12:18:47 AM
In the vein of this thread, long descriptions should also be reworded. The annoyance of explaining that I am not bleeding to death, when my long description implicitly states that I am, would be eradicated. I think that the long descriptions should mimic the wording used in the command assess.
Quote from: A Large Bag on July 16, 2012, 12:54:38 AM
Quote from: The7DeadlyVenomz on July 16, 2012, 12:18:47 AM
In the vein of this thread, long descriptions should also be reworded. The annoyance of explaining that I am not bleeding to death, when my long description implicitly states that I am, would be eradicated. I think that the long descriptions should mimic the wording used in the command assess.
Quote from: Yam on July 16, 2012, 01:15:37 AM
Quote from: A Large Bag on July 16, 2012, 12:54:38 AM
Quote from: The7DeadlyVenomz on July 16, 2012, 12:18:47 AM
In the vein of this thread, long descriptions should also be reworded. The annoyance of explaining that I am not bleeding to death, when my long description implicitly states that I am, would be eradicated. I think that the long descriptions should mimic the wording used in the command assess.
Not the first time this has been suggested either :P
Quote from: Yam on July 16, 2012, 01:15:37 AM
Quote from: A Large Bag on July 16, 2012, 12:54:38 AM
Quote from: The7DeadlyVenomz on July 16, 2012, 12:18:47 AM
In the vein of this thread, long descriptions should also be reworded. The annoyance of explaining that I am not bleeding to death, when my long description implicitly states that I am, would be eradicated. I think that the long descriptions should mimic the wording used in the command assess.
Jesus yes. This. I had a PC who was starving himself for like, years. And his clan mates would ask why he was bleeding
all the frickin' time. "Um, I bleed when I miss dinner," ???