And people have to eat every 3 hours or lose HP. And food is very expensive to buy and oddly enough most of what you kill is somehow inedible. Those with more Con obviously need more food.
Thorsson wrote: You should also tire more quickly if you actually go around doing things (like killing or casting spells).
And I think you should have to excrete too, and there's a chance that monsters might smell it, especially if you're someone who has to eat a lot.
Anything else we can add to make the game a pain?
This comment reminded me of a post by The Void in a different thread that highlights the problems associated with going more hardcore in server policy and scripts.
The Void wrote: Four years ago, I would never set foot in a 'medium" RP server that:
1. Had no permanent consequences for death.
2. Allowed me to level to epic without RP'ing
3. Had no recognition system from a DM for my acheivements over the course of 2-3 years of constant play and my detailed repository of my creative writing works.
4. Doesn't require me to eat, drink, forage, and hunt for survival as well as item maintanence and safe resting.
5. doesn't use a persistent (one-time only) quest system.
6. Allowed XP for monster kills.
7. Does not grant Xp unless under certain conditions of completion of the one-time quests, completing a dungeon, exploring new areas, or slaying a boss.
8. Has EPIC LEVELS.
9. Had unlimited and limitless PRC's without approval by the DM staff.
10. Fast Leveling
11. Not 100% Lore Driven: A great story written and every player knew it or had to learn it as soon as possible and possibly have an opportunity to create the lore as it progressed.
12. Large groups of players instead of smaller groups that make the difference in focusing the narrative and enhancing it rather than diluting it.
13. Was not Password protected: Passwords were given upon bio and character progression approval by the DM staff. To make sure everything fit into place with their setting.
I am 100% serious, the above characteristics PW's were a huge draw with me. It is how every game should be for people that have the time and dedication to really get the most out of the suspension of disbelief. It is much more than a past time, it's more like escapism. The only draw back for me, was when the stories would fall apart because players ultimately realized that they either had no more time to play due to RL obligations/changes or Drama. When even one player leaves on a PW like that, the effect is felt by almost everyone.
The issue here is, those PW's are hard to maintain and ultimately players get bored faster than a dedicated staff can make content. So they look for other players in a larger pool while "sacrificing or compromising" their standards so they can just have the ability to be social and move on.
So this is a real consideration. Where is the point that difficulty starts losing you players and the PW slides into oblivion?
I don't know where that point is, but I think a rest system that adds danger and excitement and suspense, and that promotes partying is not going too far.
This random spawn encounter rest system gets my vote.
My only concerns are about getting too many rests in dungeons, and about restoring full health every time you rest. If attention was paid to these two aspects I would vote yes twice!!
