Where Bleeding Rate and Endurance start to affect the character’s health pool is when you’re playing with the more advanced rules of the game after your players have gotten the basics down. Sustaining damage then becomes more sophisticated as it becomes two-fold. Not only is it direct damage as a result of an attack but their endurance starts becoming affected as their bleeding rate increases if not treated while the combat cycles continue. If they run out of endurance and the bleeding rate hasn’t been decreased or stopped completely, the bleeding rate starts to deplete the character’s health pool as well as DoT (Damage over Time) indirectly.
So, if a character gets hit with a one-handed axe, for instance, and gets more than 15 points of damage and the armor vest absorbs the first four as melee kinetic, leaving 11 points of direct damage to the health pool. In addition to that, the character’s Bleeding Rate starts at 1 which means they’ll lose 1 endurance point per combat cycle if it’s not taken care of.
Myri