Vendayan
2008-03-20 05:43:19 UTC
#140519
I've for some reason always been inclined to make mention of this but it had always slipped my mind when browsing through these forumns, but has anyone ever taken notice of that fact that EfU bleeding rules are not at all in line with 3.5 rules? It seems to be that with the stabilization added that some effort has gone into trying to recreate this mechanic, but with one major oversight. Bleeding and stabilization checks are to be made every turn, not every round.
If this has been discussed and for some reason decided that blood loss will kill any living being in 1 minute or less and that quicker than normal deaths are preferred, I would of course trust in what insight led to the decision. Otherwise, If this may have been an oversight, refer to page 145 in the 3.5e PHB to verify the mechanic.
While most players of course are a bit biased towards any rule which help to keep their beloved characters alive longer, I personally feel that the correct mechanic would be enriching to the game as a 10 minute max bleed time vs a 1 minute max bleed time would encourage more heroic attempts to turn back and save fallen players where such things are currently a fruitless cause. It is of course in some ways a double edged blade. Longer dying times means better odds for a rescue, especially if other players easilly defeat what creature might have quickly taken you down. Though at the same time, they do mean longer dying times. No bleeding from -1 to -9, stabalizing, then resting it off to get back up all possibly within 3 minutes.
AScottBay
2008-03-20 06:02:15 UTC
#140527
Our systems tend to work the way we mean for them to work. Many times this means a non-canon implementation. We are not a canon server, although we like to borrow heavily from resources we like.
I, personally, have no desire to change EFU's bleeding rules.
Vlaid
2008-03-25 04:42:56 UTC
#141393
I imagine the reason it's not like it is in cannon is as follows:
Have you ever been detected stealthing near something that can kill you, knocked to -9, only to stabilize? This isn't really a good thing. As you get to *maybe* get one HP back every turn (like a minute game time?) only to get finished off when you finally do stand up.
Most would simply prefer to die or live, faster.
Jiachi
2008-03-25 10:02:38 UTC
#141430
I wonder, could a Diehard feat be added that makes -1 through -9 instead put you into a 'dazed' state? Either that, or making certain feats/stats slightly better your odds of stabilizing per roll; perhaps even both? 8)
Edit: Putting this in a thread of its own, so more than the 'infamous' Thomas might read it.
Thomas_Not_very_wise
2008-03-25 10:31:54 UTC
#141432
I would like the fortitude check added to the rolls. Just me though.
Honied Words
2008-03-25 11:34:08 UTC
#141433
NWN is a fast paced game, in the grand scheme of things. A check every turn (1 minute) would mean, if you were at -9, 10 minutes waiting before you got up again. Not to mention the failed checks! I, for one, have no desire to sit and wait for 20+ minutes while my PC lies face down in the dirt.
Metro_Pack
2008-03-25 16:31:15 UTC
#141457
It is the way it is for the reasons Honied and others have stated.
Mikhail The Heretic
2008-03-25 16:41:40 UTC
#141463
Maybe i missed something but i thought a turn in D&D was six seconds? Meaning there are ten rounds in a minute.
Snoteye
2008-03-25 17:10:44 UTC
#141470
There are ten rounds in a minute, which is the length of a turn.
Underbard
2008-03-25 20:29:43 UTC
#141486
Didn't think we were using 3.5 rules anyways.