So this topic is ONLY about the suggestion of the "wounded" system.
Here we go again:
I am not a fan of the current "clouded" system. I would prefer instead a "wounded" system. You are wounded when you reach 1HP (or whatever it´s called here) or would drop below it.
Being wounded means:
**your char is marked e.g. with a red cross on the torso so everyone can see you´re wounded
**you can´t attack or perform any magic.
**dropping items/bags like it is now with clouding
**only whispering possible
**you are freezed for 10sec or so (enough time for bandits to steal the items), after this you can take your items (if still there

**everytime you are attacked when you´re wounded you drop your bag, nothing else. But you can´t drop below 1HP.
**you can´t heal yourself e.g. with potions.
**skill reduction (like it´s now with the "clouded" system)
"Recovery" means:
HP increases from 1 to 2, another Spell (or potion of your own, since you´re not "wounded" any more) is needed to get back more HP.
How you can "recover":
**someone else performs a healing spell on you
**after an amount of time (2 server cycles?)
**near the cross the time is reduced (1 server cycle?)
Being wounded is easier and mor logical for RPing. So you can´t die unless there is e.g. a quest group A against group B and both leaders agree OOC that if one group is defeated the leader has to die --> perma (of course with the help of GMs).
There should also be another restriction: being wounded the 2nd time within 5(?) server cycles gets your char "wounded" for 1RL hour. This would prevent constant wounded-->recovery especially with mages.
I think the main problem now is that people can´t handle with the current system. It´s illogical to "die" i.e. become a ghost then get resurructed and this again and again. It´s hard to roleplay especially for newbies. The "wounded" system would simplify it and would offer possibilities for "easy" RP for newbies (noone has to be upset that they reacted wrong) and for "advanced" RP for more experienced players at the same time.
Additionally - concerning the current discussion about good vs evil - an "evil" group can raid a whole town i.e. they can threaten the people and they cooperate or if they defend their town at all costs the "evil" group can, theoretically, fight them untill they are all wounded. Now it´s like: death->resurruction->death->resurruction... No chance for equivalent roleplay. (of course quests with NPC monsters have to be very balanced)