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D&D 3E/3.5 [3.5e] Making stabilizing a Fort save


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Korimyr the Rat said:
I've taken to allowing it as a Concentration check with the DCs as listed in the Stabilize Self skill in the Psionics Handbook. (I combined the two skills.)

Untrained, this is the same as a Con check, which is fine, but I don't see the logic in having PCs be better at surviving mortal wounds because they have excellent mental focus. It means that wizards and sorcerers will stabilize much easier than fighters and barbarians, and that makes no sense to me.

I'm liking the straight DC19 Con check.
 

It's because I rolled both the psionics skills from PsiHB into Concentration. It is a little odd with Wizards and Sorcerors better at stabilizing than warrior types, but this can be fixed by adding Concentrate to the Fighter's skill list (since Rangers and Paladins already get it).

Another reason I'm generous on stabilizing is because usually, by the time one character falls, a TPK is on the way (so it makes less difference) and because my group is awfully stingy with resurrections, and even when they are available, are often turned down.

I might consider setting the DC higher.
 

Paladins and rangers get Concentration because they're spellcasters.

We use a Fort save, DC 15 to stabilize. I rather like the idea of it becoming harder the further down you go, though; I'd stick with -10 as being dead, and make it DC 15+(number below 0 hp). Stabilizing at -1 isn't too hard for a 1st level character, even a mage, but stabilizing at -10 would be nigh unto impossible for anyone but the strongest fighters. While it does favor the higher-level/tougher characters, and could promote more character deaths, it is a bit more realistic. Course, if you don't want to go with gritty realism and character deaths, just lower the DC to 10. DC 20 is still a tough save to make at lower levels.
 

My Campaign Rules

In my campaign I've changed the rules a little more strongly, but not (I think) in a way that's broken.

A quick note about the campaign - magic is very low, and raising the dead is almost unheard of. So I needed to make death less likely. Also, in my experience, the 10 point range from fine to death has always been a bit too fine to me, especially the two point range from fine to unconscious. So I wanted something that "fixed" (to my mind) all these things.

Here's my rule:

* Between 0 hit points and a negative hit point total equal to character level, the character is reduced to one partial action move or equivalent per round.

* At a negative hit point total greater than the character’s character level, the character falls unconscious.

* If a negative hit point total exceeds the sum of a character’s level and constitution, the character dies.

So, a 5th level character with a 14 CON operates like this:
>0 HP - fine
0 HP - negative 4 HP - can still move/drink potion, but not fight/cast
neg 5 - neg 18 - unconscious and bleeding, 10% stabilize
neg 19 or worse - dead


It's worked great for us:
1. Increasing level and higher con are reflected as better survival chances, which I think they should be,
2. Even for a 1st level character with 9 CON it's as good (i.e., no more likely to kill people) as standard rules,
3. Lessens character death likelihood, and
4. Makes a "more realistic" zone of declining performance.

I should note, though, that enemies will sometimes use the coup de grace action if an opportunity presents itself..... and if you remember in real life, many combat deaths were indeed a result of the victorious armies walking around stabbing people who might have lived otherwise....

Over the last three years, we've come up with a number of house rules like this. If anybody wants a word file, let me know :).
 
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