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Old 02-14-2018, 10:12 AM   #27
Stormcrow
 
Join Date: Aug 2004
Location: Ronkonkoma, NY
Default Re: Negative Hit Point effects

Quote:
Originally Posted by jsbrewster1 View Post
In my mock combat, I basically had 2 fighters toe to toe slugging it out, so to speak. But if the unslowed character moves out of range of the injured character, isn't it a Move & Attack at -4 to get back into range without being attacked herself? Otherwise, they are back on even footing again, as long as the injured party keeps making HT rolls.
Remember that because GURPS combat turns are one second apiece, managing to attack an enemy for, say, another six seconds after being wounded and before passing out is actually not unreasonable. Unless you're particularly fragile, you have a decent chance of keeping up your strength for the next few seconds after taking a stab to the gut. Don't fall into the trap of thinking of other games' combat turns, which can last six, ten, or even sixty seconds each. Within seconds your wounds WILL catch up with you. Having high Health just gives you MORE seconds.
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