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Feature Specification: Bleeding

Posted: Wed Feb 22, 2006 8:33 pm
by ç i p h é r
Bleeding
Bleeding as defined by the APM is detailed below. I'd like to see details that are missing filled in by our resident ACR experts.

For a short explanation of the feature specification format, visit:
http://www.alandfaraway.org/phpbbforum/ ... hp?t=27229

Functional Requirements
PC’s who fall to 0 hit points will drop to the ground unconscious and bleeding. Every round thereafter there is a chance to stabilize or lose one more hit point. If a PC stabilizes, there is further chance they might start to recover one hit point per round. A PC who falls to -10 hit points is sent to the Morgue, dead. A PC who rises to 1 hit point may live to fight again.

PCs can also attempt heal/stabilization checks (first aid) on a character that is bleeding (DC 15) using the first aid items defined below. Healing Kits and Medicine Bags will grant a +2 circumstance bonus to all heal checks for stabilization. All first aid items will be consumed per attempt, regardless of success.

NWN Object Dependencies
Medicine Bags, Healing Kits (10 use Medicine bags), Healing Potions, Herbs, Bandages

Local Variables and External Configs
None

Logging and Debugging (global LOG & DEBUG (on/off) constants)
None

Persistence Requirements
Character Hit Points

Event Dependencies
OnPlayerDying, OnClientEnter

Posted: Wed Feb 22, 2006 8:40 pm
by Spider Jones
It would be nice if PCs could simply make Heal skill checks to stop another PCs bleeding, as in PnP. It's a DC 15 Heal check (which can be accomplished untrained), and requires not monetary expenditure or anything of that sort. It does require a full round action though, as does feeding a helpless character a potion.

Re: Feature Specification: Bleeding

Posted: Wed Feb 22, 2006 10:18 pm
by ç i p h é r
PCs can also attempt heal/stabilization checks (first aid) on a character that is bleeding (DC 15).
Doesn't that address it Spider? I think using an item will be considered a standard action, unless we have control over this via 2da's somewhere.

Posted: Wed Feb 22, 2006 10:45 pm
by Spider Jones
I somehow missed that line, apparently!

Well, good show, bring on da stabilizing!

Posted: Thu Feb 23, 2006 12:07 pm
by hypervx
NWN Object Dependencies
Medicine Bags
Add also Healing Potions and Herbs.

Posted: Thu Feb 23, 2006 6:24 pm
by NickD
hypervx wrote:
NWN Object Dependencies
Medicine Bags
Add also Healing Potions and Herbs.
And Healer Kits (10 use Medicine bags) ;)

Posted: Thu Feb 23, 2006 6:36 pm
by ç i p h é r
Very good. Added.

Just one question about herbs. I was under the impression that herbs only increased the healing rate of a resting character. Does this kind of healing property reasonably translate to first aid/stabilization? I'm just wondering if this is too far beyond the context of what herbs should do to be included. I've added it to the list for the time being however.

One other question. Should these first aid items be consumable per attempt? I'm inclined to think so.

Posted: Thu Feb 23, 2006 8:10 pm
by hypervx
ç i p h é r wrote:Just one question about herbs. I was under the impression that herbs only increased the healing rate of a resting character. Does this kind of healing property reasonably translate to first aid/stabilization? I'm just wondering if this is too far beyond the context of what herbs should do to be included. I've added it to the list for the time being however.
Depends on the herb, of course. I added them just in case we'll create an herb that can help to aid/stabilize.
ç i p h é r wrote:One other question. Should these first aid items be consumable per attempt? I'm inclined to think so.
Me too.

Posted: Thu Feb 23, 2006 8:19 pm
by AlmightyTDawg
Bandages sufficient for this, or are they being cut? At present they're the 0.8gp/attempt solution compared to healing kits and medicine bags which are near 4 - 5 gp/attempt (with +2 circumstancial bonus).

Posted: Thu Feb 23, 2006 9:23 pm
by ç i p h é r
I'll add bandages and note the circumstance bonus on the kits. Any other differentiating factors?

Posted: Thu Feb 23, 2006 9:28 pm
by AlmightyTDawg
For bleeding checks, no. Medicne bags and healing kits are supposed to allow disease and poison cure attempts (without alleviating onset damage) at affliction DC. There is an occasional problem in the current script where it will attempt to do long-term care instead of curing poison/disease with characters using medicine bags/healing kits, which is often not the intended use.

There's a separate question of heal checks for things like foot wounds (caltrops), or possibly others that don't come to mind, but I don't know that there's any game infrastructure for that, nor is it relevant to bleeding.

Posted: Thu Feb 23, 2006 11:08 pm
by ç i p h é r
AlmightyTDawg wrote:There's a separate question of heal checks for things like foot wounds (caltrops), or possibly others that don't come to mind, but I don't know that there's any game infrastructure for that, nor is it relevant to bleeding.
Right, there's no way to distinguish the actual type of damage taken without pursuing some interesting work arounds. But what about called shots to the leg or arm? These might be conditions we consider 'curable' with the right care.

Posted: Thu Feb 23, 2006 11:19 pm
by AlmightyTDawg
Well, called shot is a short-duration effect (~5 rounds iirc) which makes it an unlikely candidate for a heal check. Without having a separate effect type that can be referenced within the engine, I don't think it can be distinguished as an either/or thing. Something like the damage from caltrops I think would be on the same par as slow or spike growth, even though they can't be healed. Someone more competent than me would have to say what happens with called shot and whether it's unique or called by other functions/attack types.