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I like both the bleeding-idea and that resistance-roll-idea :)<BR>
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I made a houserule myself some years ago, where I did something similar. Reading this, wants me to dig up those again :)<BR> <BR>
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From: tcantine@incentre.net<BR>Date: Thu, 19 May 2011 16:17:50 -0600<BR>To: runequest@rpgreview.net<BR>Subject: Re: [Runequest] Contemplating House Rule -- Advice?<BR><BR>
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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.<BR><BR>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.<BR><BR>On 19-May-11, at 3:54 PM, Robert Hoffman wrote:<BR><BR>
<DIV class=ecxEmailQuote><FONT color=#1f497d size=+1 face=Calibri>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. </FONT></DIV>
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<DIV class=ecxEmailQuote><FONT color=#1f497d size=+1 face=Calibri>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.</FONT></DIV>
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<DIV class=ecxEmailQuote><B>From:</B> runequest-bounces@rpgreview.net [<A href="mailto:runequest-bounces@rpgreview.net">mailto:runequest-bounces@rpgreview.net</A>] <B>On Behalf Of </B>Styopa<BR><B>Sent:</B> Thursday, May 19, 2011 2:07 PM<BR><B>To:</B> RuneQuest Rules<BR><B>Subject:</B> Re: [Runequest] Contemplating House Rule -- Advice?<BR><FONT size=+1 face="Times New Roman"> </FONT><BR><FONT size=+1 face="Times New Roman">On Thu, May 19, 2011 at 1:59 PM, Peter Maranci <</FONT><FONT color=blue size=+1 face="Times New Roman">pmaranci@gmail.com</FONT><FONT size=+1 face="Times New Roman">> wrote:</FONT><BR><BR><FONT size=+1 face="Times New Roman">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. :D</FONT><BR><BR><FONT size=+1 face="Times New Roman">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.</FONT><BR><FONT size=+1 face="Times New Roman">Not too complicated at all, although I'd make it vs half their con, otherwise you're giving them a boatload of safety net.</FONT><BR><FONT size=+1 face="Times New Roman"> </FONT><BR><FONT size=+1 face="Times New Roman">I like it, I think it will add tension when someone is 'at death's door'. </FONT>_______________________________________________<BR>Runequest mailing list<BR>Runequest@rpgreview.net<BR><A href="http://rpgreview.net/mailman/listinfo/runequest_rpgreview.net" target=_blank>http://rpgreview.net/mailman/listinfo/runequest_rpgreview.net</A><BR></DIV><BR>_______________________________________________ Runequest mailing list Runequest@rpgreview.net http://rpgreview.net/mailman/listinfo/runequest_rpgreview.net </body>
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