Quote:
Originally Posted by zot
The rules I've been toying with are potentially more generous than that -- but potentially less generous, depending. Here's what I'm going to try out. It's a bleeding-out / stabilization system ala D&D:
- Use popular house rule about separate damage and fatigue tracking with unconsciousness at ST 0, not ST 1
- When you take a hit that increases total damage past your ST, you start bleeding out and need to be stabilized or else you die
- When you're bleeding out
- If you take any more damage you die
- You can be stabilized by a successful action by someone with First Aid (IQ 8, 1 talent point, can heal 1 hit) or better and then you're no longer bleeding out, just unconscious
- You make one "death save" per turn, starting on the next turn, at 4/ST (a constitution-like talent could reduce dice for this). Three out of five results determine whether you live or die. On your third failure, you die at the end of the turn unless someone stabilizes you. This gives someone a chance to stabilize -- you'll last for at least three turns but you could last 5 turns.
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I like your death save system.
For my own tastes, I don't really like the D&D-like parts where:
* if you take any more damage you die - that seems a bit too severe if otherwise you can live through any amount of damage. I'd think the guy who took a huge amount of damage but then wasn't hurt while down, would be more likely to die than the guy who was just taken to -1 and then got hit for another point or two of damage.
* the easy first aid skill roll, which looks like it can be repeated and also doesn't take into account the amount of damage, which I'd want it to. Also seems rather easy.
So like D&D 5e, it seems to make survival mainly about whether you take another hit after going down or not.