K Peterson
Banded Mongoose
In my last campaign, my gaming group encountered a little problem with the Bleed combat maneuver. During a combat, an opponent slashed a character with a scimitar, was effective enough to get a combat maneuver (Bleed, in this case), and the damage penetrated armor. The character subsequently failed an opposed Resilience test.
Well, as written, Bleeding incurs increasing levels of Fatigue every passing combat round (5 seconds). The bloodflow can be staunched with a successful First Aid test - but First Aid "takes 1d3 minutes to administer". And a bleeding character will likely 'bleed out' and collapse unconscious in under a minute.
At the time, I did a little GM-handwaving and delayed the character's fatigue. Pushed out the drop in Fatigue level to the span of a minute (12 combat rounds). This at least made First Aid tests possible for the bleeding character. In retrospect, I'm not sure if it'd be more effective to do that, or shorten the amount of time it takes to perform First Aid.
Anyone suggest a solution to this problem?
Well, as written, Bleeding incurs increasing levels of Fatigue every passing combat round (5 seconds). The bloodflow can be staunched with a successful First Aid test - but First Aid "takes 1d3 minutes to administer". And a bleeding character will likely 'bleed out' and collapse unconscious in under a minute.
At the time, I did a little GM-handwaving and delayed the character's fatigue. Pushed out the drop in Fatigue level to the span of a minute (12 combat rounds). This at least made First Aid tests possible for the bleeding character. In retrospect, I'm not sure if it'd be more effective to do that, or shorten the amount of time it takes to perform First Aid.
Anyone suggest a solution to this problem?