I just read the “passive regen” thread and that got me thinking. There are several flaws and omissions in the current injury system. One such IMO is bleeding. You can on a rare occasion sustain a severe bleeding wound but I’m looking for a more consistent and gradual system that requires more frequent wound dressing. Perhaps limbs in less than full condition should be treated, or they’ll develop an infection in less than a day?
First of all, a character should have a set blood volume. Lose too much, and you’ll die. That would be in contrast to torso damage, which is the current model of blood loss / severe bleeding wound. Blood loss could be a recoverable status effect. Blood loss could at least result in speed loss. We could spread blood bags or IV bags into the game, and set blood types for all humans (player + NPCs). Choosing your blood type could be part of the character creation. Not all blood types are equally rare, and choosing a rare blood type or rare donor options could provide more points. Meanwhile hospitals and clinics could have blood banks. A full recovery from the edge of consciousness (due to blood loss) back to full health could take a season or 14 days, whichever is shorter. That would be without any IVs and relying on diet and rest only. Iron-rich diet could modestly speed up blood recovery.
Scars could/should be a fun collectable, and listed such as:
Torso: 10cm scar (zombie skeleton), 9cm2 burn scar (acid)
Left arm: 10cm2 burn scar (fire), 7cm scar (feral predator)
Left leg: 4cm scar (zombie child)
Scar system could also help locate inconsistencies or imbalances in combat. Advanced medical treatments could also exist for scar removal, in case a character is fond of his/her good looks. A scar size should depend on the received damage, with size maximums. Also, if we have set wound sizes, we could also have set bleeding rates.
You can probably tell that I know precious little about treating blood loss. Which is why I’d like other people’s input.