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<blockquote data-quote="Argyle King" data-source="post: 9706989" data-attributes="member: 58416"><p>The medic comment is true. </p><p></p><p>Last I heard, the Army moved away from the idea. But, while I was in, there was a time when they would select a few people per squad to train as a "combat life saver." </p><p></p><p>The idea was to teach a few things (i.e. how to give an IV; using a j-tube on a throat) that were above the level of basic first aid but not at the level of a medic. The reason for this was to treat severe injuries within the "golden minute" and stabilize a soldier until a medic was available. Getting stabilizing treatment greatly increased the odds of survival and helped to avoid some longer-lasting injuries.</p><p></p><p>There are games that try to model that. D&D has death saves, which are abstract, but it's at least a nod toward the idea that some injuries are not instantly fatal. </p><p></p><p>GURPS -despite it's reputation for lethality- gives a lot of chances to avoid dying after 0. This is similar to D&D death saves but with more granularity. Not dying gets harder with greater or more catastrophic injury. There are optional rules that can be used if you want extra detail for bleeding (and continuing to lose HP) absent medical care. </p><p></p><p>If you'd like to use them, GURPS also has rules that detail whether limbs are crippled and/or some lasting injury has been suffered. While such things typically do accompany HP loss, injury and death are two different things. And, at a certain point, continuing to shoot or stab an opponent's mangled arm may not have an influence over whether the opponent lives or dies. The arm may fall off, but the body yet lives.</p></blockquote><p></p>
[QUOTE="Argyle King, post: 9706989, member: 58416"] The medic comment is true. Last I heard, the Army moved away from the idea. But, while I was in, there was a time when they would select a few people per squad to train as a "combat life saver." The idea was to teach a few things (i.e. how to give an IV; using a j-tube on a throat) that were above the level of basic first aid but not at the level of a medic. The reason for this was to treat severe injuries within the "golden minute" and stabilize a soldier until a medic was available. Getting stabilizing treatment greatly increased the odds of survival and helped to avoid some longer-lasting injuries. There are games that try to model that. D&D has death saves, which are abstract, but it's at least a nod toward the idea that some injuries are not instantly fatal. GURPS -despite it's reputation for lethality- gives a lot of chances to avoid dying after 0. This is similar to D&D death saves but with more granularity. Not dying gets harder with greater or more catastrophic injury. There are optional rules that can be used if you want extra detail for bleeding (and continuing to lose HP) absent medical care. If you'd like to use them, GURPS also has rules that detail whether limbs are crippled and/or some lasting injury has been suffered. While such things typically do accompany HP loss, injury and death are two different things. And, at a certain point, continuing to shoot or stab an opponent's mangled arm may not have an influence over whether the opponent lives or dies. The arm may fall off, but the body yet lives. [/QUOTE]
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