far-trader said:
Good call on moving the discussion here Gypsy Comet. I'll just update my suggestion from the other thread here:
To make it more lethal change Unconsciousness to happening after the Endurance stat is reduced to zero. Add a bleed out effect for any damage below zero from the last attack. And after the next stat (player choice Dexterity or Strength, usually the highest) is reduced to zero the character is dead (but may be saved if quickly treated). When the third and last stat is reduced to zero the character is truly and irrevocably dead.
Bleed Out: Damage done below 0 Endurance is continuing damage. Each round subtract the amount from the next stat. Bleed Out is not necessarily actual blood running out a wound but a term for continuing trauma. It may be internal trauma. Bleed Out may be stopped with first-aid.
Example 1: Joe has stats 879 and gets hit for 7 points in the first round. Temp stats are 872 and he fights on. In the next round he takes a hit for 2 points and his temp stats are 870. He falls unconscious but is not bleeding out. He will revive on his own if not further molested.
Example 2: Jane has stats 798 and is hit for 10 points in the first round. Temp stats are 792 (red indicates negative). She falls unconscious and is bleeding out. The next round she takes an additional 2 points of continuing damage from the serious wound and her temp stats are 772. A friend administers first-aid and stabalizes her halting further bleeding out. If nobody had helped things would have gotten worse...
Example 2.1: ...as she continues to bleed out in the third round her temp stats drop to 752. In the fourth round she is 732. In the fifth round she is 712 and is critical, with no help the next round she will die. In the sixth round she is 712 and expires. She may still be saved if she gets full medical attention (more than first aid) before her stats all reach 0. She is now bleeding out at the rate of 3 points a round (the 2 of the original wound plus the 1 of the additional trauma to the second stat). In the seventh round she is 412. In the eighth round she is 112. In the ninth round she is beyond medical help and is irrevocably dead at 112.
I like these ideas. Very interesting, and much better than completely re-statting all the weapons and armour, but certainly increases the lethality of combat, making the possession of effective (well, really, any) armour even more important.
One thing to think about is whether cumalative damage should have this effect, e.g. if Joe (above) 879 is hit 4 times for 3pt each time, he sould be on -3 end and bleeding out, which seems harsh as this is simply a number of minor wounds (Joe is certainly unconscious, but should he really be bleeding out and dying in the next 30 seconds?). If hit by a bullet and taking 12pts in one hit, fine, he is unconscious, badly wounded and likely to die without immediate attention.
Will definately have to do some play testing of these
A couple of additional ideas from me;
"1. Shock of impact. If a person is hit by slug weapon (e.g. slug rifle or pistol), energy weapon (e.g. laser pistol) or caught in an explosion they lose their next significant action in combat, even if the impact fails to penetrate their armour and inflicts no other damage. The target is knocked prone unless a successful Str roll made. If hit by muscle powered projectile (e.g. an arrow) or thrown (e.g. a rock or a javelin) lose next minor action, and takes knocked prone roll at +4.
2. Near miss. If any projectile or energy weapons miss a sophant humaniod by 1, the near miss causes the target to lose next minor action.
The above do not apply to animals (though, at the GMs discretion, these may be startled and need to make another reaction roll), vehicles, robots, people on combat drugs, or any creature specified as not effected."
Egil