Quote:
Originally Posted by Nightshade
As I recall, it capped at twice limb hit points in RQ3 (and there was a bleeding rule of sorts). But honestly, as I said, people rarely died from total hit point loss in RQ1-3 in my experience; it could happen occasionally, but it was the single big torso or head hit that did them in, and the majority of those were from crits or impales (you did always get the single big conventional hit from an unparried attack by something with a huge damage bonus cases, but they weren't in the majority). Fact was, when a serious opponent was likely doing at least 1d8+1+1d4, it just didn't take much for a crit from it to kill you; there's enough linearity there that the torso or head locations were too vulnerable to gusting. Same situation with the 2d8+2 you'd get from most criticals from arrows.
|
That's my experience too. It's virtually impossible to die from a single wound to a limb, for the rules as I run them (which I think is the same as written

). Damage to total hit points is limited to double the hit points of the hit location, so an average person can only take 6 points for an arm hit or 8 points for a leg hit to general hit points. That might make them go unconscious and will lead to them bleeding out without medical care. However, it can't insta-kill them. Only head, chest, abdomen hits can do that and they're very deadly. That's why players go for heavy armor in those locations and light armor on the limbs, even though the limbs are much more likely to actually be hit in melee.
I'd also note here that I use 3x, rather than 2x, limb hit points for limb destruction (severed, mangled beyond hope, etc.), but still cap the damage to general hit points at 2x the limb. This keeps the "flying limb syndrome" in check, while still allowing it to happen frequently enough for my reality checker.