Ichabod said:That means the game breaks somewhere between 6th and 10th level --
Yes, this is the old 3.x flaw and I think these kinds of game design issues belong to another thread. I haven't seen one where these would fit - but I've seen a couple of 'oh mitra how I hate 4E threads'*. In D&D, the depletion of resources is known as 9 o'clock adventure time. You leave your camp at 9:00, and come back 9:05 when your spells are finished.
In Conan it's usually hit points - or maybe even spell points - but in our campaign we don't have long combats so this hasn't usually been an issue.
In 4E design this was fixed with healing surges that represent your stamina and determination. This new resource also adds some interesting mechanical opportunities, like losing surges in bad weather or as using them as power in ritual spells etc. You can use a healing surge to heal 1/4 of your hit points out of combat/encounter. It's basically the same thing people were doing with cure light wounds wands in 3.x between encounters.
Conan rpg doesn't have these wands or a mechanic that'd replace it. The Acheronian edition didn't try to fix this because this is a deeper game design issue - my suggestions just touched the more easily fixed surface of the game.
If I had to think up a band-aid to ease the pain, I'd suggest some kind of second wind mechanic. One suggested in Unearthed Arcana was (iirc) some kind of healing pool that you can use to heal yourself out of combat. The size of the pool is, of course, totally arbitary, eg. half max hp.
Our campaign doesn't use it but our Heal skill heals Heal check minus 15 points of damage once per day. Healing herbs are easily modified to support this kind of mechanic, eg. woundwort gives +5 to Heal checks while giving first aid.
* I don't see 4E as 'durr stupid d&d with no gnomes' but as the latest edition of d20 that has fixed many deep game issues and made the game a lot more fun.