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Bleeding Rules

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UpliftedOctopi UpliftedOctopi's picture
Bleeding Rules
The distinction between action turns and action phases are unclear. Is bleeding supposed to happen once a round in combat or is it 4 times (once in each phase) each round of combat. A better distinction should be made between turns and phases.
CodeBreaker CodeBreaker's picture
An Action Turn - Each round

An Action Turn - Each round of combat, comprised of multiple Action Phases. About 3 seconds in length.

ACTION TURNS (Page 119, Core)
Each Action Turn is three seconds long, meaning
there are twenty Action Turns per minute. The order
in which characters act during a turn is determined
by an Initiative Test (see Initiative, p. 121). Action
Turns are further subdivided into Action Phases. Each
character’s Speed stat (p. 121) determines the amount
of actions they can take in a turn, represented by how
many Action Phases they may take.

Quite well described. Bleeding is done every Action Turn, so once every 3 seconds or so. So 20 times a minute.

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UpliftedOctopi UpliftedOctopi's picture
just making sure, one of my
just making sure, one of my players feels that the rule is confusing. Thank you for clarification.
Admini Admini's picture
And if it were action

And if it were action phases, I'd argue that any phase my character didn't act in, he wouldn't bleed in.

It'd be a pretty interesting game balance to tie improved reflexes to frailty.
Slith Slith's picture
From what I've been able to
From what I've been able to piece together so far, an action turn is 3 seconds long, and is composed of 4 action phases, but each action phase doesn't evenly divide the 3 seconds between them.

Basically it means there's 3 seconds in a turn, with most characters taking 3 seconds to perform their actions. Characters with a speed of 2 are still acting within that 3 seconds, it's just that they're fast enough to get more actions in the same span of time. [e.g. Speed 1 character can squeeze off 1 shot in 3 seconds. Speed 2 character can squeeze off 2 shots in 3 seconds, and so on.]

Some people find the rules adequately explained, personally I don't, but hopefully this clears it up for you.
UpliftedOctopi UpliftedOctopi's picture
Re: Bleeding Rules
I like admini's idea regarding making faster characters bleed faster. I will make the statement: It makes sense scientifically. Then I will duck behind my email inbox to avoid the sciencerage which I hope will ensue. Lets face it, who doesn't love a good sciencerage.
anth anth's picture
Re: Bleeding Rules
Although a morph with Neurachem or Reflex Booster reacts faster movement is at the same rate as a morph without such an enhancement. The nerves transmit faster but the muscles aren't working harder. No extra blood flow is needed or provided so bleeding will be at the normal rate.
UpliftedOctopi UpliftedOctopi's picture
Re: Bleeding Rules
well simply in terms of generating a greater amount of output wouldn't they exhaust more resources? presumably involving greatly increased heart rate/ blood pressure? Please, if I am mistaken, refute.
Decivre Decivre's picture
Re: Bleeding Rules
The difference is made explicit within the book for the context of bleeding. It states that a person bleeds at a rate of 1 per action [b]turn[/b] and 20 per minute. Since a round of combat is 3 seconds, it is made very obvious which of the two is intended here. The terms turn and phase are largely adopted from other games, and admittedly there is probably an expectation that most people know what they mean. For context purposes, remember that phases occur [i]within[/i] turns in almost every game you see both terms.
Admini wrote:
And if it were action phases, I'd argue that any phase my character didn't act in, he wouldn't bleed in. It'd be a pretty interesting game balance to tie improved reflexes to frailty.
UpliftedOctopi wrote:
I like admini's idea regarding making faster characters bleed faster. I will make the statement: It makes sense scientifically. Then I will duck behind my email inbox to avoid the sciencerage which I hope will ensue. Lets face it, who doesn't love a good sciencerage.
If you are bleeding out in Eclipse Phase's combat mechanics, it means you have more damage than your durability... which means you are unconscious. You can't act if you're bleeding out, and your metabolism drops when you are knocked out which should reduce the speed you bleed out at.
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anth anth's picture
Re: Bleeding Rules
UpliftedOctopi wrote:
well simply in terms of generating a greater amount of output wouldn't they exhaust more resources? presumably involving greatly increased heart rate/ blood pressure?
A morph with more speed works smarter not harder. There isn't any more output, the muscles etc are unchanged. The morph can walk or run the same distance in a given amount of time regardless of any speed enhancements. The nervous system has been enhanced but doesn't require extra blood to work. The super conductors in Reflex Boosters would require less energy if anything. Adrenal Boost might require more but presumably would be disabled if the morph is unconcious. While the amount of energy used by the nervous system is significant it is still a minority of the body's requirements so any difference would be more trouble to adjust for than it is worth. Muscle Augmentation may be more likely to increase bleed rate, if the heart is one of the augmented muscles and can supply the other muscles with the extra blood flow they'll need. Again modelling this seems more hassle than it is worth so I'd assume that any changes are balanced by an increase in blood quantity.
UpliftedOctopi UpliftedOctopi's picture
Re: Bleeding Rules
I am definitely throwing an accelerated bad guy at my players. I'm aware how the rules work, but I like Admini's idea. Being our DM I also decide how the rules work for our party.