I think the whole "illness and curing" system needs some kind of tweaking or reworking. Examples below:
- I get food poisoning and lose my max health. Solution: apply bandages to "non-existent wounds".
- Same with max stamina. Solution: eat some food to regain it, even considering the constant loss, if you have big enough stockpile of food you don't have to have any cure for this.
My comment to the reply of my previous post: If you are being constantly bitten, just like in real life you wouldn't have time to stop the bleeding in a second. Mauled by a bear, even tougher. On the other hand, if you survive with a couple wounds, you would be able to apply proper bandages to your wounds or change them. If the bandages get dirty at some point it would give an incentive to make more bandages, not simply stockpile your cloth fragments. Of course, if you're bleeding from your wounds, the type of wounds would determine your HP loss (not your Max HP!), apart from the actual loss of HP from being hit.
Additional change i would do for health management would be to detriment max health based on specific symptoms:
1. Each wound would decrease MH based on severity (3 on minor, 5 on medium, 7 on heavy, 15 on critical). Healing would decrease this drop over time.
2. Each type of illness would decrease MH based on severity - Infection slowly decreasing until you're for example 20% MH. Food Poisoning down 20 points.
3. MH wouldn't be just a number and decrease as you get hit/wounded, but simply indicate how healthy you are. Based on previous points, if you're sick or wounded you wouldn't have full HP available. Therefore you wouldn't be able to use bandages over and over until you "heal".
I understand some of this or almost all is a concept that may be used somewhere else. We are not talking about copying a whole game, but a mechanic that is good in my opinion.