Bleeding damage seems more than a little OP. I know this is a high difficulty mission and all,but 80% of my health lost from 2 turns of bleeding is a bit extreme. Additionally, I noticed that on the first combat turn, neither overshoot was penalized. What gives?
"If I fail, she'll die anyway. I won't go down without trying."
attempt to stop the bleeding using any cloth available to me.
(( The first 9 damage you took was from the Goblin's attack, not bleeding. He outrolled you by 8, meaning he rolled a D15 for damage, landing on 14. After subtracting the damage your armour blocks, that's 9. The attack caused you to start severely bleeding. You then rolled a 5 on the saving throw, which is a fail, casuing a D10 to be rolled. It landed on 9. Severe bleeding is meant to represent near hemorrhaging conditions, and I feel the damage is reflective of such. Frankly put, the die just hasn't been very nice to you.
On the over rolls, That was 100% an oversight by me. I amended the roll rules last night, adding in a clause which was supposed to be there from the beginning. I noted that in the OOC/Hub thread, and the addendum states:
Rolls lower than 1 will be rounded to 1, and rolls higher than 10 will be counted as a ten with no downside.
This is meant to keep players from intentionally avoiding positive roll modifiers. If you were to say, have a Plus 6 to an attack, any roll 4 or higher would be a catastrophic success, i.e. you succeed with failure. That doesn't seem like a fun mechanic to me: punishing a player for acquiring better weapons and gear. Your last roll was a perfect 10, resulting in an overshoot.
On this front, I apologize. If you'd like, I'd be happy to re-roll the turn accounting for the rule-set that was in place at the time. However, considering you over-rolled, followed by your opponent over-rolling, I found the result fair enough to continue. ))
You tear cloth from your undershirt and desperately attempt to stem the bleeding.
[2] The cloth doesn't do much more than absorb the blood, and you continue to bleed.
[Saving Throw: 6] The bleeding begins to slow.
[Now Moderate Bleeding: Roll saving throw D10. If <=3, roll D5 for damage. If >=4, bleeding severity lessens]