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Ouch... That looks like it hurts! or OMD Your're Bleeding Out
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<blockquote data-quote="Celebrim" data-source="post: 7153020" data-attributes="member: 4937"><p>I ran GURPS for a time, and my 3.X house rules have some GURPS influence. For example, bleeding is a condition, and you are automatically bleeding when your hitpoints are below 0. This is referred to at the table as 'bleeding out'.</p><p></p><p>The whole thing is a bit more complicated than this but the basics are...</p><p></p><p>1) If you are at 10% of your maximum hit points or less, you are staggered.</p><p>2) If you are at 0 hit points or less, you must make a consciousness check (DC 15 Fortitude save) or fall unconscious. You must make a new check every time you take damage.</p><p>3) If you are at less than 0 hit points, you gain the bleeding condition and you automatically lose 1 hit point at the start of your turn until you are stabilized. This does provoke consciousness checks as above. You stabilize if your roll CON or less on a d% at the start of your turn, or whenever you are healed magically, or whenever you are stabilized by a successful heal check.</p><p></p><p>This isn't that different from 3.X RAW, but with a few tweaks.</p><p></p><p>There are also circumstances where you must make a DC 15 fortitude save or receive traumatic damage - such as broken bones, severed limbs, internal wounds, decapitation, and so forth. Those circumstances are whenever you exceed your traumatic damage threshold from one blow, whenever you take a critical hit that reduces you to 0 hit points or less, or whenever you take falling damage that reduces you to zero hit points or less, or whenever you take any critical hit from a vorpal sword. There is a chart that species the gruesome and often fatal result. Some traps also provoke traumatic damage saves with specific results (arm chopped off at wrist, for example).</p></blockquote><p></p>
[QUOTE="Celebrim, post: 7153020, member: 4937"] I ran GURPS for a time, and my 3.X house rules have some GURPS influence. For example, bleeding is a condition, and you are automatically bleeding when your hitpoints are below 0. This is referred to at the table as 'bleeding out'. The whole thing is a bit more complicated than this but the basics are... 1) If you are at 10% of your maximum hit points or less, you are staggered. 2) If you are at 0 hit points or less, you must make a consciousness check (DC 15 Fortitude save) or fall unconscious. You must make a new check every time you take damage. 3) If you are at less than 0 hit points, you gain the bleeding condition and you automatically lose 1 hit point at the start of your turn until you are stabilized. This does provoke consciousness checks as above. You stabilize if your roll CON or less on a d% at the start of your turn, or whenever you are healed magically, or whenever you are stabilized by a successful heal check. This isn't that different from 3.X RAW, but with a few tweaks. There are also circumstances where you must make a DC 15 fortitude save or receive traumatic damage - such as broken bones, severed limbs, internal wounds, decapitation, and so forth. Those circumstances are whenever you exceed your traumatic damage threshold from one blow, whenever you take a critical hit that reduces you to 0 hit points or less, or whenever you take falling damage that reduces you to zero hit points or less, or whenever you take any critical hit from a vorpal sword. There is a chart that species the gruesome and often fatal result. Some traps also provoke traumatic damage saves with specific results (arm chopped off at wrist, for example). [/QUOTE]
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