Clearing stress boxes does occur now, yes. Aeryn's consequence diminishes to<em>Dwindling Soreness</em>as the scene ends (and, presumably, she finishes her night's sleep). Consequences last twice their normal duration (1 scene for mild, 3 scenes for moderate, 9 scenes for severe) if untreated, with the first half downgrading the consequence to something more manageable (<em>Gut Wound</em>to<em>Massive Scabbing</em>). This actually a hack of mine to prevent endless treatment rolls: normally a consequence doesn't start recovering<em>at all</em>until a successful treatment roll occurs. Mind you, I'll still allow multiple treatment rolls if circumstances change (eg. going from wilderness back to town, getting the aid of another healer, finding a supply cache, or what-have-you), but I wanted to avoid every scene ending with a new treatment roll that had previously failed in the same circumstances. As soon as a recovery roll succeeds, however, the consequence is downgraded, and the full recovery time can begin in proper.<br/><br/>Does this change/houseruling work for everyone? It's simply a personal desire to avoid repetitive rolls and to force a little more reasonable play: seeking out supplies rather than pressing on when horrendously injured (barring extremely high pressure scenarios).