This is the
GWSWS, as lawastooshort calls it, a simple system for tracking player injuries in RTDs. It's evolved over time, and will probably continue to do so.
InjuriesLight Bleeding: Anything from a paper cut to a bad scrape. 10 healing points.
[-1 HP per turn]Heavy Bleeding: Caused by stab wounds, deep cuts, etc. Requires medical attention and 20 healing points.
[-5 HP per turn]Very Heavy Bleeding: Results from major bodily harm, such as impalement or severed limbs. Requires
skilled medical attention and 30 healing points.
[-20 HP per turn]---------
Burn: Caused by tissue damage. Requires medical attention and 20 healing points.
Fracture: Caused by moderate blunt trauma. Requires medical attention and 20 healing points.
Broken Bone: Caused by heavy blunt trauma. Requires
skilled medical attention and 40 healing points.
Missing Limb: Never heals, obviously.
HealthPlayers make a healing roll [1d6] for each wound they currently possess, starting on the turn
after they receive it. The amount rolled is added to the wound's healing points, and the wound disappears when the points max out. Healing rolls cannot be made for a wound until it has received the
proper medical attention. If a wound requires
skilled medical attention, only players or NPCs with relevant medical knowledge can apply it properly. Everyone else gets a -2 penalty. Bleeding injuries drain health, of which each player starts with a maximum of 100. If a player has no bleeding injuries, they regain 4 hitpoints per turn naturally.