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D&D Older Editions, OSR, & D&D Variants
[3.5e] Making stabilizing a Fort save
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<blockquote data-quote="jlhorner1974" data-source="post: 1044794" data-attributes="member: 8628"><p>I wonder why they did this in d20 Modern...</p><p></p><p>The mechanic makes logical sense for sure -- much more than a flat 10% chance. And I don't mind at all that it benefits healthier characters more than weaker ones. A Wizard may only have a 5% chance of making it, while a high-Con fighter may have easily a 30-40% chance to make it (14+ Con, Good Fort save, Great Fortitude). </p><p></p><p>While a 30% chance of stabilizing doesn't seem so great, look at these numbers: </p><p></p><p>For example, consider how many rounds it takes for 50% of people to stabilize (stop losing HP each round). With a 10% chance of stabilizing, 50% of people will stabilize after 7 rounds. With a 15% chance, it is only 5 rounds, with 20% chance it is 4 rounds, 25% chance is 3 rounds, 30-45% is 2 rounds, and >= 50% is only 1 round. </p><p></p><p>So if you tinker with the stabilization chance even a little bit, it has a dramatic effect. As long as you can succeed at one stabilization roll, you will probably last long enough for your companions to help you, and that is what the numbers above reflect. Of course, you have to make 2 stabilization rolls to recover completely if unattended, but in most cases, this isn't needed. </p><p></p><p>The thing I worry most about it though that it can be almost impossible for a 1st level character to make (5% in some cases), but a high level character could easily have a 95% chance to make it. A Monk with 18 Con, +12 base Fort save, Great Fortitude, and a +3 cloak or protection would do it.</p><p></p><p>I think the 3E designers did the math and picked a % chance that was balanced (not too easy to make, but not too hard either). At a flat 10% chance, it is right about at the "sweet spot" for this.</p></blockquote><p></p>
[QUOTE="jlhorner1974, post: 1044794, member: 8628"] I wonder why they did this in d20 Modern... The mechanic makes logical sense for sure -- much more than a flat 10% chance. And I don't mind at all that it benefits healthier characters more than weaker ones. A Wizard may only have a 5% chance of making it, while a high-Con fighter may have easily a 30-40% chance to make it (14+ Con, Good Fort save, Great Fortitude). While a 30% chance of stabilizing doesn't seem so great, look at these numbers: For example, consider how many rounds it takes for 50% of people to stabilize (stop losing HP each round). With a 10% chance of stabilizing, 50% of people will stabilize after 7 rounds. With a 15% chance, it is only 5 rounds, with 20% chance it is 4 rounds, 25% chance is 3 rounds, 30-45% is 2 rounds, and >= 50% is only 1 round. So if you tinker with the stabilization chance even a little bit, it has a dramatic effect. As long as you can succeed at one stabilization roll, you will probably last long enough for your companions to help you, and that is what the numbers above reflect. Of course, you have to make 2 stabilization rolls to recover completely if unattended, but in most cases, this isn't needed. The thing I worry most about it though that it can be almost impossible for a 1st level character to make (5% in some cases), but a high level character could easily have a 95% chance to make it. A Monk with 18 Con, +12 base Fort save, Great Fortitude, and a +3 cloak or protection would do it. I think the 3E designers did the math and picked a % chance that was balanced (not too easy to make, but not too hard either). At a flat 10% chance, it is right about at the "sweet spot" for this. [/QUOTE]
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[3.5e] Making stabilizing a Fort save
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