| Post/Author/DateTime | Post |
|---|---|
| Sudnji_cas03-19-07, 05:10 PM | How much damage does a character take before letting some blood. It's different for each type of damage that's sure, but how much is that. |
| dengarbountyhunter03-19-07, 05:54 PM | Hit points is an abstract concept that does not really represent each hit in a precise way. There is not such thing as bleeding from normal wounds in D&D. There are however some attacks that leave the wound bleeding abundantly; the barbed devil's glaive makes a wound that bleeds continuously, inflicting 2 points of damage per round (and per wound) to a creature it hits until that creature receives a successful Heal check (DC 16) or a curative spell. |
| Sudnji_cas03-19-07, 06:24 PM | Hit points is an abstract concept that does not really represent each hit in a precise way. There is not such thing as bleeding from normal wounds in D&D. There are however some attacks that leave the wound bleeding abundantly; the barbed devil's glaive makes a wound that bleeds continuously, inflicting 2 points of damage per round (and per wound) to a creature it hits until that creature receives a successful Heal check (DC 16) or a curative spell. Okay, what I meant to say is how much damage to deal until blood is shown. How can you hurt someone with piercing without any blood? How do I know when will sharks smell the blood if I can't make an enemy bleed? |
| bloodtalon03-19-07, 06:28 PM | i say it would depend on how many base hitpoints a guy with 100 hps might have a scratch or paper cut off 5 hp while a commoner is bleeding to death so i would say atleast 15% of the base hps for blood to flow |
| Derren S.03-19-07, 06:28 PM | That is not covered in D&D. HP do not only represent physical thoughness but the overall ability to avoid deadly damage. It is entirely feasibly that a character isn't hit by a weapon till he drops into negative as the HP meant in that case the ability to avoid blows. So its entirely up to the DM. |
| Jack Greylock03-19-07, 06:31 PM | I would have to say that whille bleeding (besides the special attacks that cause repeat damage like wounding) is ussualy just for flavor, if it became important in my game I would say even a single point of lethal damage causes at least a bit of blood to be spilt. Only non-lethal damage does not cause blood. But that is just my opinion as there is no real rule for this. |
| draconic_swine03-19-07, 06:37 PM | There's no set damage amount before you start bleeding. Like dengarbountyhunter said, hitpoints are an abstract system. It all depends however any particular DM/group interprets it. My group thinks that as you lose hitpoints, you're taking relatively minor damage - small cuts, bruises, strains, and the like. Another common way of looking at hitpoints is that you're not actually injured until you reach negative hitpoints - everything up to then is just the character exerting effort to avoid what would otherwise be a damaging blow. You could view it any other way - you don't start bleeding until you've lost half your hitpoints, for example, or anything else. |
| ridiculous03-19-07, 06:38 PM | In a game I ran we had a duel to the first blood, so I ruled 10% HP with slashing/piercing, 15% with bludgeonning and 20% with subdual. But here we were talking about a drop of blood too, not gallons of it. Ultimately it's up to the DM |
| Sudnji_cas03-19-07, 06:47 PM | In a game I ran we had a duel to the first blood, so I ruled 10% HP with slashing/piercing, 15% with bludgeonning and 20% with subdual. But here we were talking about a drop of blood too, not gallons of it. Ultimately it's up to the DM Well, that's the suggestion that works. But, I got the better idea just now. 10% for first blood, bludgeoning counts as half of normal damage, twice for slashing and triple for piercing. |
| dengarbountyhunter03-19-07, 07:15 PM | Whatever option you choose, just remember to not have the shark detect the blood immediately; for a shark (or any other animal) to smell, its nose must be in contact with the the molecules in the blood that allow the brain to detect blood. A shark might need only a drop of blood that was shed hundreds of meters away to know there is blood, but the blood must reach its nose, which might take time. It's just that it's a common misconception that sharks would immediately notice that a creature is bleeding nearby, even with their exceptional sense of smell. Maybe have nearby sharks (if there are any) be aware that there is a bleeding creature 2d6+3 rounds after someone bleeds or something along these lines. |
| TheRealOrion03-19-07, 07:18 PM | I would have to say that whille bleeding (besides the special attacks that cause repeat damage like wounding) is ussualy just for flavor, if it became important in my game I would say even a single point of lethal damage causes at least a bit of blood to be spilt. Only non-lethal damage does not cause blood. But that is just my opinion as there is no real rule for this. Not to nitpick, what you say is fine for game purposes, but you can die from injury without bleeding, at least not bleeding externally. Despite what comics have taught us, viciously beating people with fists, feet, and sticks can kill them. It's not actually all that difficult, even. I don't mean to imply that you don't know that. I just felt it should be pointed out. |