[Runequest] Contemplating House Rule -- Advice?

Robert Hoffman iquinn at surewest.net
Fri May 20 09:52:57 EST 2011

Certainly won't try to convince you this way is best or anything, but just
to clarify the bleeding roll is exactly what makes the length of time
unknown;  standard bleeding roll is Con x5 to avoid losing a hitpoint per
round,... for average character that's at least a 50% to survive the round.
Con x1 on a standard bleeding roll stops that wound and allows the character
to keep still or take an action and reopen the would.  Only the more serious
bleeding rolls require the Con x1 just to skip a single round.  So yeah,
Biff may die in 5 rounds if very unlucky, but often they make the Con x1
roll and get a second chance to live.  In way this makes it similar to the
resistance roll you're talking about.  And in game play terms it was at
least something for the player to do each round, since they certainly
weren't in the battle.  =P


From: runequest-bounces at rpgreview.net
[mailto:runequest-bounces at rpgreview.net] On Behalf Of Tom Cantine
Sent: Thursday, May 19, 2011 3:18 PM
To: RuneQuest Rules
Subject: Re: [Runequest] Contemplating House Rule -- Advice?


Hmmm. That said, though, I think a resistance roll is a little more
realistic and dramatic, in that a deadline is a little too concrete, too
predictable. If you know Biff's bleeding out at 1 hp per round and he has 5
left, you can make decisions based on that. I think it preferable that it be
a genuine gamble. "Hold on, Biff! Hold on!" You really don't know at what
moment it'll be too late to help him.

For something as serious as a PC death, in fact, I think it's probably best
to have it be something handled behind the GM screen. Even the player
shouldn't necessarily know the moment, but should be fed some subjective
"moving down the tunnel toward the light..." embellishment.

On 19-May-11, at 3:54 PM, Robert Hoffman wrote:

Since we use bleeding rules that already factors in someone's constitution
towards the character's ability to sustain life.  Going to 0 is unconscious
and negative your max hit points is considered death.  Considering the
damage that got you that point bleeding out in 10-12 rounds isn't really all
that much in real world time. 


Also going back to our magic number, receiving a single blow to the head,
chest or abdomen that is double the hitpoints +6 is instant death.  If the
damage to those locations is just negative its regular bleeding rolls, if
its double the hitpoints its the major bleeding rolls.  We've had situations
with characters bleeding out of 2-3 wounds that they have to roll for
individually.  Watching them slip ever closer to the negative hitpoint
"deadline" certainly does provide tension,... especially when the rest of
the party still needs to finish combat before they can even think of helping
their fallen comrade.


From: runequest-bounces at rpgreview.net
[mailto:runequest-bounces at rpgreview.net] On Behalf Of Styopa
Sent: Thursday, May 19, 2011 2:07 PM
To: RuneQuest Rules
Subject: Re: [Runequest] Contemplating House Rule -- Advice?
On Thu, May 19, 2011 at 1:59 PM, Peter Maranci <pmaranci at gmail.com> wrote:

Personally it has always seemed to me that the cut-off of death at zero
general HP didn't make sense - it's much too binary for a percentile system.

How about this? At zero HP, the victim is unconscious. For every point below
0, they must make a resistance roll of the negative damage versus their CON.
Not too complicated at all, although I'd make it vs half their con,
otherwise you're giving them a boatload of safety net.
I like it, I think it will add tension when someone is 'at death's door'.
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