Bloody Hell! RMU Bleeding

So assuming we stick with the 2 second house ruled round, which I would like to, we don’t want people to bleed out too fast.

I really like Hurin’s suggestion that bleeding 1-3hits/round will clot. If we can keep that I will be happy. The criteria would be that the character much be inactive for the clotting to start and the wound reopens if the move.

This will stop the a solo character from dying after the very first fight they have almost every time (assuming the GM doesn’t intervene to save them).

So…

  • 1 hit/rnd stops after 10rnds of inactivity. (10hits received)
  • 2 hits/rnd stop after 20rnds of inactivity (40hits received)
  • 3 hits/rnd stop after 30rnds of inactivity (90 hits received)

3 hits per round will most likely still be fatal in most cases so it is the 1 and 2 hits of bleeding that we are really talking about here.

Bleeding in a 2 second round environment is a lot more dangerous than a 10 second round environment, five times as dangerous at first glance.

That is not actually strictly true because that assumes endless combat. In my game I find that unless I intentionally set an encounter up to be longer then most combats are over in about 4 rounds.

With the RMU beta 2 as written then they took a lot longer but in RMC and RM2 four rounds was about the average. I will assume that once the final Arms Law is out then the weapons tables will be delivering more damage. I think it has been increased by 1.5?

So if fights are short, as in sub 10 rounds then the actual bleeding is not going to be the deciding factor most of the time. If it is heavy bleeding of 5 to 8hits per round then yes, that can finish a character or villain off but that is outside the scope of these changes anyway.

The point is that the duration of a round is moot if you are counting time in rounds.

So our upper bound is that if a character falls unconscious and is bleeding 3hits per round or more then they will probably die. So that is pretty much rules as written.

The lower bound is that a character bleeding 1 or 2 hits per round that falls unconscious may survive taking either 10 or 40 additional hits from bleeding.

It was suggested, JDale I beleive, that outside of combat bleeding be treated as hits per minute not hits per round. This allows for people to die up to an hour or more on the battle field if no help is forthcoming. I like this and would like to accommodate it.

What that does is mean that bleeding in combat is no different regardless of the round length. Bleeding when the character will get no help is not always 100% fatal. Bleeding out on a battle field may take minutes or hours.

The times provided by Aspire suggested 10 to 30 minutes for bleeding out. If you are unconscious and bleeding 4 per minute then that will kill most characters in that sort of time frame. It is much easier to die from loss of hits in RMU than previous versions of RM.

The only thing I would like to add is compression.

I personally would allow a character to half the blood flow on a round by round basis if they forego their action and apply compression to a suitable wound. Obviously you cannot apply pressure to internal bleeding. I would do this without the need for a first aid roll. If it were fire damage then a character can drop and roll without a skill roll. I would think that anyone who has trained in using a sword would most certainly have hurt themselves at some point so the most basic idea of stopping the blood coming out would be known.

So compression would work on the rounds when it was applied. It does not count as inactivity for clotting purposes unless the character is actually inactive while doing it. The minimum bleed remains at 1 hit/round.

The compression rule becomes a tactical decision. Which now makes me think of concentration and mental focus. If I am told to keep hold of something and not move and my mind wanders I am quite likely to let my hand drift. So can you keep compressing a wound if you are maintaining a spell?

Taking all of that into account does that seem fair? I feel that bleeding per 2 second round in combat and per minute out of combat is roughly equal to Aspires ‘per 10 seconds’ if you averaged it out. The clotting does only cover the lightest of possible bleeding and is touch and go at 3hits. Compression forces characters to make tactical decisions. Characters will still die from blood loss.

So over to you. Can we make this better?