Make resting in the open heal you, but the longer you stay the riskier
If a rest button heals for free, players use it after every scuffle and the world stops being dangerous. If it can be interrupted at random, it feels unfair. This entry makes the risk grow with each resting turn, and shows what the player keeps when interrupted.
Why this works
Safety that is free gets used all the time, and danger that is random feels unfair. Letting the risk rise with every turn of waiting makes the player weigh how much healing is worth, and a fixed list of dice results keeps the same night identical.
When not to use it
Skip it in a safe place such as a town or an inn, in a gentle story game, or when waiting is already limited by food or time. There, let resting just work, so the player is not punished for nothing.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- 28 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Make resting in the open heal you, but the longer you stay the riskier" (read_entry resting-in-the-wild-invites-ambush) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP