Re: Increasing lethality
Playing (and tinkering) with the bleeding rules goes a long way to increasing lethality of wounds. For instance, if you track each wound as a separate source of potential bleeding, and have modifiers for worse wounds and/or the need for surgery to force stopping bleeding, then after a group fight with many wounds there's a medical mini-game...
The effect of high HT on death checks, stun recovery, consciousness rolls and bleeding checks has always seemed excessive. I wouldn't increase the cost of HT itself, but I do suggest adjustments rather than an unmodified roll for all of those. I usually halve the deviation from HT 10 for some or all of those purposes (rounding up), so I either roll 6d6 vs HT + 10, or roll 3d6 vs:
HT 7-8 = 9
HT 9-10 = 10
HT 11-12 = 11
HT 13-14 = 12
HT 15-16 = 13
And/or I apply modifiers for the type/amount of damage involved.
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