Balor
Recruit
Instead of automatic chance of your soldiers going unconscious when hit with lethal weapons, make each character with surgery skill to apply it to the each struck down party member... or redirect it to heal enemies - to patch them up and sell to slavery.
All in all, it should work this way:
You have a Surgery skill of 3. You companion (let's say, Marnid) has skill of 2. You have just finished a combat with 20 enemies, killing them all and losing 10 men in the process.
After the fight, (and if it will be a won fight) a message will pop up, with names of characters who possess surgery skill (and it's skill level), and whom he'll be healing - your fallen troops or enemy troops.
Let's say, I'll be healing our troops and Marnid - enemy ones.
Most likely, I'll heal 30% of my fallen (3 men) and Marnid will heal 20% of enemies (4 men).
Or, I we can concentrate our efforts on saving our men - me healing 3 men, (30% for 10 - 3) and Marnid saving (20% from 7 - 1 or 2), or enemies (30% from 20 -> 6) + (20% from 14 -> 2 or, most likely, 3).
I think that'll be more realistic and fun.
All in all, it should work this way:
You have a Surgery skill of 3. You companion (let's say, Marnid) has skill of 2. You have just finished a combat with 20 enemies, killing them all and losing 10 men in the process.
After the fight, (and if it will be a won fight) a message will pop up, with names of characters who possess surgery skill (and it's skill level), and whom he'll be healing - your fallen troops or enemy troops.
Let's say, I'll be healing our troops and Marnid - enemy ones.
Most likely, I'll heal 30% of my fallen (3 men) and Marnid will heal 20% of enemies (4 men).
Or, I we can concentrate our efforts on saving our men - me healing 3 men, (30% for 10 - 3) and Marnid saving (20% from 7 - 1 or 2), or enemies (30% from 20 -> 6) + (20% from 14 -> 2 or, most likely, 3).
I think that'll be more realistic and fun.