I’m supportive of the Bleed adjustments. What mostly catches my eye here is the simplicity of the Bleed effect, vs. what we have now.
What we have now simulates the natural closing of the wound, being less effective each turn till the bleeding stops. While this sounded good, it does add a complication for both refs/programming to account for. This makes it easier to manage. I could probably argue that during combat, adrenaline has an adverse effect on bleeding… it would need bandages while within combat, rather than natural healing effects.
In short… Bandages for stopping Bleed Debuffs while in combat. Roleplay while out of combat to remove the effect (easy enough to tell your ref you tear some rags from your shirt, and work on a makeshift solution).
Medical Bandage Items:
I think it is fine to add to the ‘generic items list’ found posted publically on the PM website, similar to Sunglasses. Mostly since the Bleed mechanic is publically posted. I could role play at pretty much any item shop, and likely find bandages. So I think it’s warranted enough to add the item there.
The effect of Medical Bandage…
I’d recommend simplifying the effect of Bandage. While in combat, taking the time to apply a bandage should cost the full turn, similar to Punch, Kick, Knee, etc. After applying, it will remove the debuff right away. Mostly because turns are valuable; want this to be attractive. Though I do like the idea that Bleed can’t be reapplied right away… say for 2ish turns, like Applesauce recommended.
Regarding the “Players that have taken the Signature Healing Technique anyways benefit as though they have used a Medical Bandage.” bit. Simply; no. Signature Healing Techniques are for outside of combat. However, I imagine Namekian biology, especially if they know some form of regeneration techniques, will affect the duration/effectiveness of bleed effects. This screams racial bonus, or racial+technique bonus.
Items: Spiked Pauldrons & Serrated Knife.
I’m supportive of these items, however, I’ve always imagined the planet mado “items list” as being the general ‘generic items’ for sale at most shops. There are a many other items in the game, not found within the Items list. Mostly created/acquired through roleplay, and perhaps discussions with the Refs about specific things you are trying to buy. Leave it up to the ref to decide the thingy’s availability, chance, how to acquire, what it does, etc…
If I recall, the Spiked Pauldrons bit came out of an idea to ‘modify items in your possession’. I’m also generally supportive of this, but I put this squarely within the “try it” category of role play.
The greatest thing about PlanetMado is that the players don’t know everything, and are purposely in the dark. But we can influence based off our roleplay. Ref’s decide from there how legit stuff like ‘Spiked Pauldrons & Serrated Knife’ can be if deemed appropriate.
Most of my thoughts here are driven in part by me having ideas like this in the past, and Reno responding with ‘how do you know it isn’t in the game?’. And responses like ‘try it’. Took me years to embrace this, and I understand now. I also selfishly am trying to keep things ‘programmable’ for PMCS.
btw… I just noticed that the Bleed effect of the signature ki move, and serrated knife are different. Just so I don’t have to create multiple different odd ball Bleed effects varring in dmg, duration, etc… Keep it restricted to Light Bleed, Moderate Bleed, and Heavy Bleed. That way I only gotta build 3 versions.