Fort saves to stabilize

iwatt said:
Anyways, it's just strange that they kept the % check in the edition change (we used the 10% in 2e), since almost everything else was changed to a d20 check. As sacred cows go, I don't think anybody would have minded sacrificing this rule. :D
Agreed, and I've been thinking about doing just that for quite a while now. Oh, and the turn undead mechanics aren't really up to 3e standards either. (The ones in CD look better, though.)
 

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Liquidsabre said:
Though this means non-fighter types die while fighter-types live, don't the non-fighter types have it rough enough with low-HPs now they have to be resigend to death while the fighter leaps in blindly into combat asured that death will not find him?

It's a little lopsided since fighter-types get their Fort saves so high as they advance.

I'm going with MadBlue on this one.
At higher levels, sure, a fighter will be virtually assured of stabilizing. However, at higher levels a fighter is usually taken from standing at low health to simply dead, utterly dead. Nine HP's don't make a big difference when faced with swings that regularly deal 30+ HP's of damage... when faced with attacks that do +/- 10 HP's of damage to their damage BASE.
 

I have swapped the flat eprcentage myself, made this change by studying D20 modern too and have made it into my adaptation of the Viatlity and Wound Points rules, specially because it needed this kind of thing to work well in a fantasy setting.

Basically this is what i am using:

Each round on his turn, a dying character must make a Fortitude save (DC 10 + current wound points below zero) to become stable.
If the save fails, the character loses 1 wound point and must make another save in the next round.
If the save succeeds, the character becomes stable. A stable character stops losing wound points every round and remains unconscious.
Another character can make a dying character stable by succeeding on a DC 15 Heal check as a standard action (which provokes attacks of opportunity).

I may up the base to 15 plus wound points below zero though, makes heal checks better and tests not that easy. On the percecntage side, the 20 might be a good one, although people would be scared ny it the first time they see...
 

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