When your character’s current hit points drop to between -1 and -9 inclusive, he’s dying.
A dying character immediately falls unconscious and can take no actions.
A dying character loses 1 hit point every round. This continues until the character dies or becomes stable (see below).
Stable Characters and Recovery
On the next turn after a character is reduced to between -1 and -9 hit points and on all subsequent turns, roll d% to see whether the dying character becomes stable. He has a 10% chance of becoming stable. If he doesn’t, he loses 1 hit point. (A character who’s unconscious or dying can’t use any special action that changes the initiative count on which his action occurs.)
In this bit of context, in the SRD, and in the 3.5 Players Handbook, there is both 'round' and 'turn' being presented. Now, a round is six seconds, while a turn is 10 rounds. So, obviously it cannot be both. Arguments have been presented in various places, but awhile back i read a correction on this from WoTC that indicated it was supposed to be 'turn.' Unfortunately i am unable to find the information to validate this claim. Nonetheless, on page 145 of the PHB, and on this link (
here) of the SRD, both make the same ... confusing ... reference.
Let's move on:
You can keep a dying character from losing any more hit points and make him stable with a DC 15 Heal check.
As well as i understand, Heal checks aren't working in ALFA, or maybe just not in Exodus. So... what do we use?
If any sort of healing cures the dying character of even 1 point of damage, he stops losing hit points and becomes stable.
Remember this, as it becomes important later.
Healing that raises the dying character’s hit points to 0 makes him conscious and disabled.
Remember this as well, also important later.
A character who becomes stable on his own (by making the 10% roll while dying) and who has no one to tend to him still loses hit points, just at a slower rate. He has a 10% chance each hour of becoming conscious. Each time he misses his hourly roll to become conscious, he loses 1 hit point. He also does not recover hit points through natural healing.
Right, so if a PC becomes stable, his bleed checks switch from once a turn (or round, depending on how to interpret the conflicting writings earlier), to once an 'hour' (so, how long is a game hour again?).
If he succeeds in a check, he becomes 'conscious.' This also assumes, without stating, that he is disabled. Conscious and disabled is the same state as if being at 0 hps.
A character with 0 hit points, or one who has negative hit points but has become stable and conscious, is disabled. A disabled character may take a single move action or standard action each round (but not both, nor can she take full-round actions). She moves at half speed. Taking move actions doesn’t risk further injury, but performing any standard action (or any other action the game master deems strenuous, including some free actions such as casting a quickened spell) deals 1 point of damage after the completion of the act. Unless the action increased the disabled character’s hit points, she is now in negative hit points and dying.
A disabled character with negative hit points recovers hit points naturally if she is being helped. Otherwise, each day she has a 10% chance to start recovering hit points naturally (starting with that day); otherwise, she loses 1 hit point. Once an unaided character starts recovering hit points naturally, she is no longer in danger of losing hit points (even if her current hit points are negative).
Such are not the cases in ALFA's present bleeding system.
The rate, at present, is once per round. If a pc becomes stable, it continues at once per round. If a pc becomes conscious, it continues a check at once per round... and the pc is completely immobile, unable to perform any actions whatsoever, even though he should be able to perform at least basic actions (such as drinking a potion).
Once an unaided character starts recovering hit points naturally, he is no longer in danger of naturally losing hit points (even if his current hit point total is negative).
okay, so...
if brought to negative hps then Status=
unstable
...run
Immobile
...exit to
Bleed
(
Bleed)
If status=
unstable check once per turn
......if succeed then status=
stable
......wait one turn
If status=
stable check once per hour
......if succeed then status=conscious and
Disabled
......wait one hour
If status=
conscious check once per day
......if succeed then heal 1 pt and exit to
Heal
......wait one day
Else 1 pt negative energy damage, loop to
Bleed
(
Immobile) PC unable to move
(
Disabled)
Allow basic actions and heavily encumbered movement // as if 0 hps, but still in bleed loop.
(
Heal)
once per day, check to heal 1hp // as normal rest check