Quote:
Originally Posted by jsbrewster1
Thank you all for the insights. I think I understand much better about the options for GURPS melee combat and the results of negative hit points. I will probably use the bleeding rules at a minimum, and perhaps apply shock to consciousness rolls as well. That would mitigate high HT to an extent. Or possibly incorporate some sort of surrender mechanism. Thanks again!
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Bleeding is pretty much irrelevant to combat, especially melee combat. The earliest it can have any effects is
30 seconds after being wounded.
I do recommend using it, but it doesn't seem to have much bearing here.