I, too, came to suggest this. My idea is that instead of 'true death' by being beaten senseless, the character could become what I call 'injured'. Upon becoming 'injured' the character:-loses all his/her inventory;-has their health at 10% maximum;-has their hunger reduced by 25% maximum or 50% current whichever is less;-has their Sanity reduced by 50% current;-is unable to wield weapons;-can use tools but deals 50% less damage;-gets knocked back a few distance so can't immediately go back to pick up their items;-but gains an increased movement speed (the 'adrenaline rush') which allows them to get away from the situation for the time being;All until fully rested via using a bed roll/tent.This forces the character back to pseudo-Day One where they have to gather fresh materials or return to their base and regain their strength for the next day.If the character's health is reduced to 0 before he/she is fully rested (e.g. the character foolishly rushes back into danger), True Death occurs as per norm. Maybe limiting the amount of times a character can be Injured would help, with a handful of naturally occuring shrine-things recovering lost points. I know some people aren't happy with the Touch Stones, so maybe those can act as the 'injury limit recovery mechanic' instead of true resurrection. What do you guys think? This punishes the beginners less while effectively giving only a 10% increased health for anyone who want more challenge from the game (and hence might not be so happy with the better survival rates).