diff --git a/combat.tex b/combat.tex
index f5c04cc39f62c5a429c341f54db01a03e33b7c74..db956ec21fe7b1a683de736b4ddddff4ac770927 100644
--- a/combat.tex
+++ b/combat.tex
@@ -87,8 +87,8 @@ Characters do not have many \glspl{hp} so losing even one is a serious matter.
 
 \subsubsection{Death}
 \index{Death}
-Once a character reaches 0 \glspl{hp}, they begin to die.
-Anyone can attempt to save them by bandaging up their wounds, or staving off a concussion, with a Wits + Medicine roll.
+Once a character reaches 0 \glspl{hp}, they fall over, and don't get up.
+Anyone can attempt to save them by bandaging up their wounds, or staving off a concussion, with a \roll{Wits}{Medicine} roll.
 The \gls{tn} is 7 plus the number of \glspl{hp} the character has fallen below 0, so someone at -3 \glspl{hp} would need a roll at \gls{tn} 10 to save.
 
 \paragraph{If the healer rolls the \gls{tn} exactly,}
@@ -96,9 +96,8 @@ the character has survived, but with a permanent wound.
 The players must select one Attribute, and give it a penalty equal to $1D6$.
 If the Attribute falls below -5, the character dies.
 
-A penalty to Charisma might suggest a partly broken jaw, leading to a permanent speech impediment.
-A penalty Intelligence might represent a brain-injury.
-And of course a penalty to Speed would often represent a crushed foot.
+A Charisma penalty might suggest a partly broken jaw, leading to a permanent speech impediment.
+An Intelligence penalty might represent a brain-injury.
 
 \paragraph{If the healer fails the roll,}
 anyone else can have another attempt, but with a -1 penalty (bad healers can make the problem worse).