Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > Dungeon Fantasy Roleplaying Game

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 07-05-2024, 07:05 AM   #9
benz72
 
benz72's Avatar
 
Join Date: Oct 2006
Location: Chagrin Falls
Default Re: Changes to spells from GURPS

Quote:
Originally Posted by WingedKagouti View Post
A 10 HP person would have to have sustained 14 injury previously to be in danger of dying to an attack to the arm.
That seems inaccurate from the perspective of both physical reality and game mechanics.
Ragged amputation like removing a limb in combat should initiate massive blood loss, requiring immediate treatment to avoid bleeding out. This can, IIRC, be supported with current rules; actually, there is probably no more appropriate situation in which to apply those rules.
Moving on to secondary effects, if bleeding is stopped in time, the now three limbed amputee has to survive the remainder of fight in very rough shape.
After that, we can start worrying about infection.

I contend that there are plenty of avenues for an attack to the arm that severed the limb to cause death without any previous injury whatsoever.
__________________
Benundefined
Life has a funny way of making sure you decide to leave the party just a few minutes too late to avoid trouble.
benz72 is offline   Reply With Quote
 

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 11:06 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.