Quote:
Originally Posted by exdeath
Every time you receive damage or someone tries to heal you, you must update your time to die that will continue the same unless you roll a smaller number.
Checking if you will die is only made when time ends, if you survive you wont have more death checks until something damage you.
Amount of time until you check if you will die or not is:
( (3d6 * (HP/ damage)) * 200) +1 minutes
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Is "damage" the injury of that one attack, or total injury the character has sustained up to this point? The note on healing implies you use total injury. Note this means a character who has suffered a total of 10xHP in injury is guaranteed to stay alive for the next hour (minimum roll - 3 - gives 61 minutes), and on average will stay alive for the next 3.5 hours (average roll - 10.5 - gives 211 minutes). Are you certain this is what you want?
Quote:
Originally Posted by exdeath
The roll you must do to see if you wont die is:
(hp / damage) *10
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Does "damage" here refer to total accumulated injury or just the injury of the worst wound you've suffered? Also, is there no room for HT to help keep you alive here?
Quote:
Originally Posted by exdeath
If the weapon damage before multiplier is not higher than DR (PS: DR after armor divisor do its job) the actual, damage is:
(weapon damage / 1.3) rounded down
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The multiplier doesn't apply until after you've actually penetrated the target's DR, so in the above case injury will be 0 under default GURPS rules. Is your intention that characters should risk death when struck by attacks that don't actually cause wounds, or are you making DR only serve to reduce, not negate, damage?