Non-Lethal Damage Rules

takyris:
You might be right, maybe some benefits of the feats have to be toned down. But your comparison isn`t really fair - Improved Brawl is the second in the unarmed melee chain, Weapon Focus is the first feat of a potential chain (unfortunately, it doesn`t have one).
Basically, Improved Brawl does only give you an effective +1 to hit and +1 to damage (average, 1d6-> 1d8)
But you still provoke attack of oppertunities - not important if your enemy uses only ranged weapon (though this is debatable, because according to charles ryan, you can switch freely between Pistol and Pistol Whip or Rifle and Rifle Butt, and thus take AOOs, even when you just shot with the weapon...)
A Longsword deals 1d8+Strength or, more probable (no shields) 1d8+1/2 Strength. (For most melee combatants, the latter would mean +1 to damage)
If you disarm an enemy or try to sunder its weapon, the longsword is better than Improved Brawl, since your unarmed attack is tiny (effective -2 to -10 against most melee weapons on opposed attack rolls, and subdual or nonlethal damage does not affect objects)

Mustrum Ridcully
 
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Psion said:
Tracking subdual does not prevent that. You can STILL use the MDT rule for subdual as stated.

Psion: Interesting point. I hadn't considered that sort of hybrid, and that wasn't what I was arguing against. I'm arguing against replacing Nonlethal Damage completely with Subdual. I suspect that giving Subdual damage the (Con) threshold of Nonlethal would work to a point, although as a GM I'd watch it carefully. I'll note the reasons why below.

It is (too hard -- Tacky). The example above uses what is basically a trained boxer or bodyguard. The type of person who scores TKO IRL. That's all well and good, but it's not the norm. The norm is a pair of less experienced scuffers who beat the snot out of each other through accumulated battering.

Okay, so you are concerned that it doesn't happen enough. I'm not sure exactly where to go here.

1) I just did it with a fourth level character. Yeah, he's a fourth-level character who's tricked out with all the right feats, but still, level four, and he can at least force a save on any human he can hit (barring Heroic Tough characters who have upped their damage thresholds). A level 20 Smart/Charismatic hero is in serious trouble when put against this guy. (hyperbole, yes, but not as much as you'd think -- without threshold-boosters, this guy can force a save with almost every hit against someone with a Con of 11 or 12.)

2) There are other options. For example, you can take exotic weapon proficiency in the three-section staff, which does 1d10 damage, and accept a -4 penalty to hit. You can Power Attack with a tonfa, which doesn't take that -4 to hit (although in all other respects, it's a pretty sad excuse for a weapon). An Investigator character doesn't take the -4 penalty when doing Nonlethal damage, so he could conceivably whack on somebody with a claymore and still just be knocking them out.

3) In my opinion, and this is strictly my opinion and open for interpretation and disagreement and questions as to the sexual proclivities of my ancestors, the Nonlethal rules were an attempt to create one-shot knockout potential without making that knockout potential overwhelming. After all, a game in which everyone does NOTHING but knock each other out, because it's too easy to do so, is not much fun. I believe (and again, opinion), that it IS easy to get the feats necessary to make Nonlethal stuff effective. I also believe that it's not TOO easy. I don't think it should be a viable option for everybody -- it's not realistic to knock someone out with no chance of permanent damage, so the ability to do so should require training. You have to either have feats that help you do so, have a weapon designed to do so, or be a good enough fighter to take penalties and still hit people (-4 for nonlethal, -x for Power Attack)...


Again, no you don't. Tracking subdual does not mean ignoring the knockout rules. Uning it in the subdual realm is a perfectly simple to understand parallel to MDT in the lethal realm.

Again, didn't notice this aspect of your argument before.

My concerns with mixing the rules is that there are only a few monster types that are NOT vulnerable to subdual damage. Giving characters the ability to whittle someone down with subdual AND potentially knock them out instantly seems too powerful, and stands near to replacing normal damage completely. I also think that Brawl and its older brothers are too powerful to be used with Subdual damage.


RE: Dudes whaling on each other for a half hour -- tacky

Non sequitir. And if you are appealing to reality, that is exactly what does not happen. Humans have a built in restraint instinct. When you beat the snot out of an opponent, your instinct is to NOT kill them. In reality, lethal force is usually only applied when you begin the fight using it.

But you never beat the snot out of your opponent in d20 modern as written. It is either fresh or out. Anything that is not a TKO is meaningless.

Not a non-sequitor. That argument is the argument made most of the time by the "Nonlethal damage is stupid" crowd. I'm not saying that YOU said it. I'm saying that it gets said by people in general a lot, and it's stupid.

On the other hand, I don't disagree with what you're saying. I do disagree with how you perceive what you're saying as applying to the rules. I assert that "Lethal Damage" is not as lethal as people think it is. If there is a problem with the Lethal/Nonlethal system in d20 Modern, it is that the system has been misnamed so badly that people associate the wrong kind of flavor text with it. Using Lethal damage does not mean that you're trying to kill someone. It means that you're trying to knock them out through ACTUAL injury, as opposed to trying to knock them out with a pressure-point strike that has no long-term consequences (ie, a tap to the temple or chin).

So my argument would be that, for what you're saying, the type of damage that d20M calls "Lethal" damage would work fine -- the two people are actually trying to hurt each other enough to make the other guy stop. It's not lethal, because as soon as one guy is really hurt at all (ie, down to <3 hit points, whatever), the fight ends. If one of them went into the negatives, the common result would be for someone to check them and make sure that they were alright.

Or to put it another way -- what scenario can you NOT create using d20 modern rules?

"Can't create two untrained people wearing each other down." -- They use lethal damage, and stop once someone has taken a real hit. Blame the names, but Nonlethal damage is not designed for use by the untrained. It's not what people think it is. It's not a substitute for Subdual damage. It's part of a new rules system that uses a mechanic other than Subdual damage.

That's a way to look at it, but the system does not back you up. People with no real training can break noses. Not so in d20 modern.

Sure they can. That's 3 points of lethal damage to a character with 6 total hit points. It's lethal because the nose is broken, not bloody -- a bloody nose hurts, but doesn't knock you out of a fight. A broken nose can hurt enough to actually impair your ability to fight. The guy whose nose just got broken is stumbling in pain, half-blind, and he's so off-balance that the next punch that lands is likely to put him down for the count. In other words, he doesn't have very many hit points left.

For low-level untrained folks, Lethal damage is an actual punch, kick, elbow, whatever. Nonlethal damage from two level-1 Charismatic heroes with no combat feats or occupational abilities can best be flavor-texted as a slapfight.
 

Psion: Interesting point. I hadn't considered that sort of hybrid, and that wasn't what I was arguing against. I'm arguing against replacing Nonlethal Damage completely with Subdual.

Well, that should allay some of our differences.

I just did it with a fourth level character. Yeah, he's a fourth-level character who's tricked out with all the right feats, but still, level four, and he can at least force a save on any human he can hit

But still, I see that as a problem. I don't want to have to be a Mike Tyson or Bruce Li in training to have a credible chance of having a bona fide impact on my opponent through fisticufs.

There are other options. For example, you can take exotic weapon proficiency in the three-section staff, which does 1d10 damage, and accept a -4 penalty to hit. You can Power Attack with a tonfa, which doesn't take that -4 to hit (although in all other respects, it's a pretty sad excuse for a weapon).

This, again, relies on taking feats and using weapons. My primary concern is fisticufs, something that does come up a lot in action movies. I am not especially concerned about nonlethal weapon damage, but that said, I certainly don't think that it unbalances weapons.

My concerns with mixing the rules is that there are only a few monster types that are NOT vulnerable to subdual damage.

I'm not sure why this is a problem. If you try to duke it out with a zombie, you are asking for trouble.

I also think that Brawl and its older brothers are too powerful to be used with Subdual damage.

That is certainly something worth considering. The brawl family is designed with the nonlethal combat rules in mind. Fidgeting with the nonlethal combat rules would likely entail altering the effects of brawl.

That said, brass knuckles turn nonlethal damage into lethal, so if giving brawlers subdual damage is a balance issue, then brass knuckles are a bigger one. :)

I do disagree with how you perceive what you're saying as applying to the rules. I assert that "Lethal Damage" is not as lethal as people think it is. If there is a problem with the Lethal/Nonlethal system in d20 Modern, it is that the system has been misnamed so badly that people associate the wrong kind of flavor text with it. Using Lethal damage does not mean that you're trying to kill someone. It means that you're trying to knock them out through ACTUAL injury, as opposed to trying to knock them out with a pressure-point strike that has no long-term consequences (ie, a tap to the temple or chin).

I think you are trying to make nonsensical rules sensible through spinning them. Let's just say I don't agree with you assessment and don't think that lethal/nonlethal damage puts near that much of a fine point on it. The d20 rules are rather binary in their division between lethal and nonlethal damage. In reality, it is more of a continuum. You can sort of try to capture this middle ground in a game, but take it from me, it's not easy, and dividing lethal vs. nonlethal along the lines of armed/sharp/hard and soft/unarmed is the one most games use, d20 included.

That's 3 points of lethal damage to a character with 6 total hit points. It's lethal because the nose is broken, not bloody -- a bloody nose hurts, but doesn't knock you out of a fight.

Ah, I see where you are getting here. You are talking about using the -4 to do lethal damage. Yes, there is that. However, this doesn't sit well with the simulationist in my. You don't specifically try to break someone's nose vice blood it, and it seems to me that the type of blow that would be a knockout punch would be the same kind of blow that would be the kind that would break someone's nose.

The "lethal damge" rules for unarmed combat strikes me as things like kidney punches and kicking character while he's down. As the d20 rules say, inflicting lethal damage unarmed is "aiming for vital spots."
 

I have come up with a set of possible alternite non-lethal damage rules. It requires more book keeping for sure. Now the question I pose to you is can it work?

Please remember I am still using the Non-Lethal Damage rules as they are written in the book but I am unhappy with them and looking for an alternative. This is something I have come up with. It keeps the core rule in tact but adds a little bit of the D and D subdual rules in with it.

Opinions both good and bad wanted.


New Non-Lethal Damage (NLD) Rules

1. If NLD taken during an attack does not surpass the target’s CON score nothing happens to the target.

2. Record the any NLD damage taken during the attack that did not exceed the target’s CON score.

3. If on another attack, the previous NLD taken plus the new damage taken surpasses the target’s CON score the target must make a FORT save DC:15. If the target fails this save they are knocked unconscious for 1d4+1 rounds. If the target makes the save they are dazed for 1 round.

4. Once a FORT save is forced the NLD accumulated against the target’s CON score is reset to 0. Whether the save is passed or failed.

5. Each round at the beginning of a player’s action they reduce the amount of NLD accumulated against their CON score by 1 + CON bonus. If the CON bonus is negative 1 point is still recovered.
 

Psion said:
But still, I see that as a problem. I don't want to have to be a Mike Tyson or Bruce Li in training to have a credible chance of having a bona fide impact on my opponent through fisticufs.

I think that maybe I'm just ranging further afield with the flavor text. My characters have always had concepts first and feats to affect gameplay second. Admittedly, I wouldn't do that exact feat progression with every single character, but I would definitely consider it as part of the lineup for, say, a Strong/Charismatic Hero who has some raw power but chooses to back it up with wisecracks and attitude. Like, say, Chris Tucker's character in the "Rush Hour" movies. He doesn't exactly beat people to a bloody pulp, but he knows where to punch to make it count.

Again, though, it's possible that I tie my characters only very loosely to their feats.

This, again, relies on taking feats and using weapons. My primary concern is fisticufs, something that does come up a lot in action movies. I am not especially concerned about nonlethal weapon damage, but that said, I certainly don't think that it unbalances weapons.

Frankly, if I were more into House Rules, I'd rule that any blunt weapon can be used to deliver nonlethal damage at no penalty. It's hard to "pull" a strike with a rapier so that it causes no real injury, but a baton or club can always just go for the legs or arms, with little "cuffs" to the head to try for a knockout.

As for fisticuffs, this may be the source of our disagreement. One of the things that I REALLY liked about d20 Modern was that, with the multiclassing focus and the BAB progression for most characters, this is the first d20 game that, in my opinion, lets you build a character who truly sucks at combat. If you focus on getting your skills and talents just right and faithfully work your "charming scientist by day, industrial espionage agent by night" concept, you can make a 9th-level character with a BAB of +3 (Cha3/Smart3/Infiltrator3). That's good stuff -- and it's more likely to happen in this game than it would in D&D, since in D&D, everyone has to be at least OKAY at combat. Even the wizard needs to hit with his ranged touch attacks.

Anyway, our disagreement might lie in whether or not you feel a character SHOULD be able to knock somebody out without having a) Specialized Feats, b) Specialized Equipment, or c) A High BAB to take the penalties to "do it manually". My feeling is that they were consciously trying to design a system where those who wanted to be good at combat could do some damage and knock things out, while those who focused on other stuff were gonna get slapped around a lot. This is definitely a new experience for most D&D players, I think, since the D&D wizard, weakest in melee, is a spellcasting monster -- but in d20 Modern, if you maximize your lockpicking computer-hacking sweet-talking bad-boy, there's a good chance that actual fisticuffs are NOT going to go well for you.

I think it's cool -- and I think that those characters SHOULDN'T be able to wear down an opponent. Wearing down an opponent is part of combat, and they're not good at combat.

(On the other hand, I would love to see a good house rule about only being able to fight in melee combat for a number of rounds equal to your Con before you start taking penalties from fatigue... having done full-contact boxing, I can safely say that you get tired REAL fast.)

I'm not sure why this is a problem. If you try to duke it out with a zombie, you are asking for trouble.

Sorry, wasn't clear. What I meant was that subdual damage (with Brawl and stuff) would be TOO powerful, because with the exception of undead and constructs, everything is vulnerable to subdual damage. I didn't have a problem with the zombies -- and if I were using subdual AND nonlethal, I'd probably put more "subdual-immune" stuff in there just to make sure that people didn't optimize themselves for pure subdual work.

That said, brass knuckles turn nonlethal damage into lethal, so if giving brawlers subdual damage is a balance issue, then brass knuckles are a bigger one. :)

True -- but the designers have since nixed that, saying that Brawl doesn't work with Brass Knuckles. You can do 1d6 nonlethal or 1d3 lethal, with a +1 to damage in both cases (as I remember).


I think you are trying to make nonsensical rules sensible through spinning them.

Thank you. :)

Let's just say I don't agree with you assessment and don't think that lethal/nonlethal damage puts near that much of a fine point on it. The d20 rules are rather binary in their division between lethal and nonlethal damage. In reality, it is more of a continuum. You can sort of try to capture this middle ground in a game, but take it from me, it's not easy, and dividing lethal vs. nonlethal along the lines of armed/sharp/hard and soft/unarmed is the one most games use, d20 included.

That's certainly reasonable. I guess my martial arts background gave me another way of looking at it -- and that might not be what the designers intended, but it made the rules "work" for me, so I went with it. I mean, personally, by the definitions I use, I wouldn't call Brawl "Brawl" -- because fatalities can and do occur in barroom brawls. The designers wrote the book with the mindset of "If you're unarmed, you do nonlethal damage unless you specifically try to do otherwise." My feeling is something of the reverse... even with just your fists, you generally do lethal damage, in that you're actually hurting things. Or, at least, I do. But I've got the Combat Martial Arts feat, by their standards. :) So in my world, the default of "two guys flailing at each other" would be them taking -4 and doing lethal damage right off the bat -- not, as I said, because they want to kill each other, but because they're not trained enough to try for a knockout.

But as you said, different opinions are certainly possible. Mine just happens to be the one that works with the existing rules -- although probably not because it's exactly what the game designers intended. If it were, they wouldn't have called the feat "Brawl" -- they would have called it "Controlled strike" or something like that.

The "lethal damge" rules for unarmed combat strikes me as things like kidney punches and kicking character while he's down. As the d20 rules say, inflicting lethal damage unarmed is "aiming for vital spots."

So this, then, would be the crux of it. I think that lethal damage should be the default, with nonlethal being intricate pressure-point stuff. People still die in stupid fights -- getting punched in the head and being unlucky, or even just getting punched in the shoulder and hitting their heads as they fall. To take someone out with NO chance of serious injury is pretty difficult, and SHOULD require feats, in my opinion. What you're describing would be, in my game, a critical hit (for the kidney punch) and continuing to attack someone who's unconscious (for kicking while they were down). But I can see your point of view as well, now that you've explained it. It's certainly up for debate, and probably, there's some equilibrium point between what you think, what I think, what the designers intended, and what the strict rules interpretation without any kind of flavor text would support.

So, sorry if I was snippy earlier. Now that I can see your point of view more clearly, it's much more understandable.
 

takyris said:
Really... Fort Save, DC20. What are the chances that someone's really going to die by failing this save a whole bunch of times.

Okay here's a few examples taken from the sourcebook (all starting at -1 hp):

A Mid-level Criminal (3/3 Fast/Smart Ordinary) has a 39% chance of death.

The sample novice mage on page 326 (3/1 Smart/Mage) has a 23% fatality rate.

For the Low-level Criminal (1/1 Fast/Smart), its a 63% fatality rate.

The Medic advanced class can bring someone back from -10 or lower. That means that -10 is NOT dead -- it's "near death". That makes the negatives even less like death. The negatives are just you being unconscious.

-10 hp *is* Dead. Look at pages 140 and 141 of the sourcebook. Evidence the definition of "Dead". That's why the Medic's ability is called a "Medical Miracle". 'The Medic restores life to a dead person.

2) Taking someone into the negatives does not mean that you're killing them. It's not a mortal wound. It's an unconscious-level injury. If, every time someone in d20 Modern goes to -1 hit points, you describe it as a mortal wound, then you're getting the flavor text wrong, and that's the source of your problem.

Negative hit points indicate a potentially mortal wound. True, for a mid to high-level Tough Hero, being reduced to -1 hp probably is survivable without immediate medical treatment. But for some classes with low Fort saves (Smart, Fast, Mage, etc..), negative hp carry a significant chance of death.

Also, exactly how is one supposed to read the "flavor" of a condition explicity called "Dying"? If -1 to -9 hp was only meant to be an "unconscious-level injury", wouldn't the designers have used the condition called "Unconscious".


AstroBryGuy
 

Hey, astrobryguy, nice to meet you!

re: Chances of dying.

First off, good information. I only did the check for a first-level Smart hero with a 10 Con, basically someone who needed to roll a 20 -- and that worked out to a 63% chance of dying -- which ain't good, but if I were a first-level Smart hero, I'd be hoping for my buddies to bandage me up anyway.

Think less about ordinaries and more about players. I anticipate Con getting a sudden surge in importance when my group switches to d20 -- and the Great Fortitude feat ain't looking so bad either. Add in the ability to use Action Points to get a +1d6 on each roll, and really, it's much closer to "out cold and will likely wake up tied to a chair" than "get this person into an O.R. stat!"

"-10 hp *is* Dead. Look at pages 140 and 141 of the sourcebook. Evidence the definition of "Dead". That's why the Medic's ability is called a "Medical Miracle". 'The Medic restores life to a dead person. "

Given that there's no magic in the basic system (until you get to specific campaigns), and given that people don't come back from the dead in a non-magic system, it stands to reason that "dead" is not entirely "dead". :)

I understand what the book says. I'm asking for you to be willing to bend the flavor text to fit the actual factual rules by which you play. If someone can get brought back from the d20 definition of death, then the d20 definition of death is not our common definition of death. It's more like a deep coma or something.

"Negative hit points indicate a potentially mortal wound. True, for a mid to high-level Tough Hero, being reduced to -1 hp probably is survivable without immediate medical treatment. But for some classes with low Fort saves (Smart, Fast, Mage, etc..), negative hp carry a significant chance of death."

A cut from a rusty nail is a potentially mortal wound. That doesn't mean that you should consider anyone who gets a cut from a rusty nail "dying".

In my opinion, the designers made the down & dying rules much easier to survive in order to allow for the action-movie staple of the dude who is beaten unconscious but then recovers without medical attention. They then kept the name the same so that D&D people would know what they were talking about.

Should a person who is at -2 be treated? Yes, of course. But they can be treated by someone without training, and if that untrained person is decently observant and has good common sense (high Wis), they have a good chance of stabiliizing them. Thus, being at -2 does not mean "you are bleeding profusely". Being at -2 means "you're unconscious -- maybe we should move them upright and press a hand to that wound until it stops bleeding".

"Also, exactly how is one supposed to read the "flavor" of a condition explicity called "Dying"? If -1 to -9 hp was only meant to be an "unconscious-level injury", wouldn't the designers have used the condition called "Unconscious"."

Not if they wanted to keep the D&D crowd happy. And there is, after all, some chance of death. It's just not as great as people remember it being.
 

takyris said:
Hey, astrobryguy, nice to meet you!

Nice to meet you too.


Think less about ordinaries and more about players. I anticipate Con getting a sudden surge in importance when my group switches to d20 -- and the Great Fortitude feat ain't looking so bad either. Add in the ability to use Action Points to get a +1d6 on each roll, and really, it's much closer to "out cold and will likely wake up tied to a chair" than "get this person into an O.R. stat!"

Actually, I think it is closer to anywhere from "in serious need of medical treatment" to needing a trauma room at the ER.

Remember, it takes three DC 20 Fort saves to start healing naturally. First, you have to save to stabilize (once a round), then save to regain consciousness (once an hour), then you can save to start healing (once a day), and if every time you fail the last one, you lose another hp. Also, until your hp climb above 0, you are at best Disabled while conscious, so any strenuous activity costs you 1 hp.

I understand what the book says. I'm asking for you to be willing to bend the flavor text to fit the actual factual rules by which you play. If someone can get brought back from the d20 definition of death, then the d20 definition of death is not our common definition of death. It's more like a deep coma or something.

At -10 hp, you're not in a deep coma. I'd say its more like being asystole (heart stopped), but thanks to modern medical technology and techniques, doctors can use epanphrine and atropine injections, electric shocks, and other techniques to save the patient.


A cut from a rusty nail is a potentially mortal wound. That doesn't mean that you should consider anyone who gets a cut from a rusty nail "dying".

I assume you're referring to tetanus, which is a bacterial disease. If you die from tetanus, its because the disease reduced you Con to 0, not because it reduced your hp to -10 (page 215 for the disease rules).


Cheers,
AstroBryGuy
 

I think there's a danger to reading the rules in a vacuum. You're looking at a worst-case scenario and then implying that most adventures will be like that, and I don't entirely believe that to be the case.

For example, the rules regarding coming back without any aid from being out:

Yup. It's hard. Down with you on that. It is not easy. Nor should it be.

Let's assume for the moment that d20 Modern is meant to be a bridge of sorts between realism and action-movie cinematism. It's supposed to be fun and exciting and somewhat dangerous.

I see two ways for being out at -1 to work:

1) The movie/TV trope of the guy who gets whacked by the bad guy and is out like a light, but his friends check him and "He'll be fine." He wakes up on the couch a few hours later with an icepack on his head and an attractive woman telling him he's an idiot for going after the vampiric weretrolls all by himself.

Dude got reduced to -1, then got stabilized. He was never in any real danger. He's shaky for the next few days, but is really going to be fine with no trouble.

2) The movie/TV trope of the guy who gets whacked by the bad guy and falls off a cliff and has to recover on his own and limp painfully back into town, bleeding and scuffed, finally collapsing in the arms of his friends as they shout about how they thought he was dead and all that.

Dude got reduced to -1, made his saves, and slowly eked his way back. It's a lot more dangerous. He feels a lot more heroic for surviving on his own. Like you said, lots of save problems. Not something the average Smart Hero is gonna do on the first try...

Now, you're implying that because (2) doesn't map to what I'm talking about, that I'm way off base. I'd submit that (2) was never what I was talking about, or at least, not what I wanted to be talking about. I'm talking about (1), which is the way that television handwaves someone being unconscious for a period of hours with some small chance of death, but assuming that they're either cared for by friends or captors, they're not in any real meaningful danger.

Perhaps this all masks a gigantic house-rule conspiracy I'm trying to stealthily slip through people's guards. When my bad guys want you to wake up tied to a chair, they are most likely to batter you unconscious and then treat your wounds. Treating the wounds is flavor-texted with something like the following:

"Steve, you see that Joe isn't moving. As you're held helpless, one of the thugs moves over to Joe, puts a thick finger to his throat, and then nods at the leader. 'He'll live,' the thug grunts, and then hoists Joe over one burly shoulder, taking care not to bang Joe's head anymore. If nothing else, having Joe's head elevated should help."

That was the bad guy's Treat Injury check. If they're capturing you, they obviously want you to live, so yeah, they're gonna treat your injuries -- but having them use smelling salts and give you stitches and an icepack sorta makes them seem like wimps. So you flavor-text it differently.

At this point, I'm almost sure that I'm in the minority. I'm working on a no-magic game, and I want to come up with types of unconsciousness that aren't a death sentence for heroes who don't have a first aid kit handy.

As far as some of your other realism points, I'd say that your opinion is just as valid as mine, for whatever that's worth. According to the rules right out of the book, a first-level Smart Hero could be shot by a gun for 7 points damage, reducing him to -1. He'd need serious treatment at the hospital, and then he'd be completely and totally healed in one week flat, with no signs whatsoever of his previous injury. In fact, after only two days, our hero would be running at his full speed, attacking without penalties, solving complex mathematical formulae without any complaints about how the recent gunshot wound made it hard to concentrate, or anything like that.

In my opinion, a wound that heals completely in a week shouldn't be described as "near fatal". Near fatal would be the one that takes you to -10 and requires surgery and mandatory recovery periods. -1 should be a wound to a nonvital area that was bleeding and could have become serious if left untreated, but could also have clotted on its own.

And even with my fix, recovery times from near-mortal injuries are way too fast, and nobody ever gets broken legs or concussions that take weeks to heal, because frankly, I'm not interested in coming up with the Rest & Recovery Splatbook that describes how shafted your character gets by a broken leg and tries to make up for it by giving Bonus Feat: Crutch Proficiency. My interpretation of the rules lets me ignore some of the inherent problems of an abstract hit point system, and it lets me make the game I want with the flavor I like.

Really, realism is gonna be kinda tweaked, no matter how we play with it. For my part, I prefer to think of nonlethal damage and lethal damage and down & dying rules the way I do because that flavor text is more enjoyable for me in the games that i want to run. My mechanics are unchanged, and YM, of course, MV.
 

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