Hammerforge said:
MDT is equal to CON + level, or CON + 2/level. If the fortitude save fails, the character is at -1. I like this because it still maintains some sense of realism but also gives the character a chance of surviving if he fails the save.
I originally did this, but then decided that it was better to provide more means of improving MDT-- and I made armor in my game provide Damage Reduction and Damage Conversion instead of giving a bonus to Defense. This includes Natural Armor.
Right now, in my games the feat Toughness gives 2 + HD hitpoints and +3 to MDT. The Improved Toughness feat can be taken multiple times, and each time it's taken, it adds +3 to MDT and 1/- DR from toughness. (I made toughness a named bonus type and applied stacking bonuses to DR.)
I'm also considering adding Toughness to the prerequisites of Diehard.
Menexenus said:
I use (Con Bonus + Level + 10) for the number of negative hit points you can receive before you are dead.
I use negative MDT. This makes Toughness even more desirable.
Lobo Lurker said:
With a lower Massive Damage Threshold creatures of the UNDEAD type get a significant boost in power (they're immune to such saves).
Undead are considerably more powerful under this variant, yes, as are Constructs. I don't use a whole lot of either creature type in my games (except some futuristic games which include numerous Constructs), and I don't mind them becoming considerably more fearsome.
I also gave Undead a chance to make a Fortitude save (their weakest save, when they're not immune to the effect) to resist Turning.
Lobo Lurker said:
And imagine this. What happens to your mighty dragons when one lucky crit inflicts 42 (mighty comp. longbow +3) points of damage?
Empowered and Maximized spells become a lot more powerful as well.
Mighty Dragons have very high Constitution scores and very thick natural armor. They also have outrageous Fortitude Saves.
Also, I've taken spells into account, and I've placed a few rules about how they interact with MDT, including that a spell can't force a Massive Damage save higher than 10 + spell level. (And spells dealing half-damage because of a successful saving throw can't force MD saves at all.)
Lobo Lurker said:
Oh, I forgot to even mention Rogues! A 20th level Rogue with a Short Sword of Subtlty will force a save vs. massive damage each time he/she sneak attacks (12d6 = 42 damage on average).
Yes. Personally, I consider this a
feature instead of a bug, since a successful "Sneak Attack" in real life is often immediately fatal.
I also limit the ability of Sneak Attack to bump up the Fortitude Save DC-- instead of counting the full Sneak Attack damage, Rogues add +1 to the save DC for every Sneak Attack die they dealt. If the base damage wasn't enough to force a Damage Save, the save DC is 10 + the number of Sneak Attack dice.