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<blockquote data-quote="buzz" data-source="post: 1066485" data-attributes="member: 6777"><p>It depends on whether using a Fort save for stabilization is an "update" or not. In d20, the designers seem to imply that when the success or failure of something is handled by a d% roll (like stabilization, ASF, or concealment), that means that it's *constant*. d% rolls are never modified in d20. It's quite possible that they view stabilizing in D&D as something that should never be modified by level or ability scores, ergo, they left it a d% roll.</p><p></p><p></p><p></p><p>It does. Despite that fact that I'm arguing here, I really liked the Fort save rule used in d20M. I was even asking about using it in D&D over on the House Rules forum... and a bunch of poeple didn't agree with me. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Still, I'd like to believe that the designers had a reason for not adopting it in D&D. I mean, I really hope they had a reason. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> The ones mentioned so far in this thread seem likely candidates.</p><p></p><p></p><p></p><p>Oh, there's no downfall. But given the way that systems evolve as designers and fans hammer on them over time, and that books get released at different times, it's hard to achieve parity across game lines. That, and I can see how they might not want to include all of the possible rule+variants in every game, especially if the variants are at odds with what a given game is trying to accomplish. E.g., setting the MDT at 50 for PCs in CoC is just plain wrong. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>M&M does indeed rock. Still, I think that it's a bit of a special case considering how far it deviated from the d20 norm (M&M is actually not a d20 game, but rather an OGL game). Their damage mechanic is a far cry from HPs or even VP/WP, so I can see why they might want to appease players who wanted something more conventional. Kudos to them.</p><p></p><p></p><p></p><p>Well, like I've been saying, the designers may not have felt that one mechanic worked for every game.</p><p></p><p>Anyway, if you can get a handle on the wildly different ways that games like D&D, SW, and M&M handle magic/force/powers or the completely different classes (or lack thereof), why should remembering the Fort save thing be such a big hurdle? Does it simply "fly beneath the radar" as it were?</p><p></p><p></p><p></p><p>Well, I guess I just don't have as big a problem with this, as it obvious that "does not enhance the game in any way" is somewhat debateable. That, and that the different "core concept" mechanics seem to be in the minority across game lines (at least within WotC's game lines).</p><p></p><p>A simple solution might be to just pick the variant that your group prefers, and use it regardless of the particular d20 game, unless the game has a good reason not to.</p></blockquote><p></p>
[QUOTE="buzz, post: 1066485, member: 6777"] It depends on whether using a Fort save for stabilization is an "update" or not. In d20, the designers seem to imply that when the success or failure of something is handled by a d% roll (like stabilization, ASF, or concealment), that means that it's *constant*. d% rolls are never modified in d20. It's quite possible that they view stabilizing in D&D as something that should never be modified by level or ability scores, ergo, they left it a d% roll. It does. Despite that fact that I'm arguing here, I really liked the Fort save rule used in d20M. I was even asking about using it in D&D over on the House Rules forum... and a bunch of poeple didn't agree with me. :) Still, I'd like to believe that the designers had a reason for not adopting it in D&D. I mean, I really hope they had a reason. :) The ones mentioned so far in this thread seem likely candidates. Oh, there's no downfall. But given the way that systems evolve as designers and fans hammer on them over time, and that books get released at different times, it's hard to achieve parity across game lines. That, and I can see how they might not want to include all of the possible rule+variants in every game, especially if the variants are at odds with what a given game is trying to accomplish. E.g., setting the MDT at 50 for PCs in CoC is just plain wrong. :) M&M does indeed rock. Still, I think that it's a bit of a special case considering how far it deviated from the d20 norm (M&M is actually not a d20 game, but rather an OGL game). Their damage mechanic is a far cry from HPs or even VP/WP, so I can see why they might want to appease players who wanted something more conventional. Kudos to them. Well, like I've been saying, the designers may not have felt that one mechanic worked for every game. Anyway, if you can get a handle on the wildly different ways that games like D&D, SW, and M&M handle magic/force/powers or the completely different classes (or lack thereof), why should remembering the Fort save thing be such a big hurdle? Does it simply "fly beneath the radar" as it were? Well, I guess I just don't have as big a problem with this, as it obvious that "does not enhance the game in any way" is somewhat debateable. That, and that the different "core concept" mechanics seem to be in the minority across game lines (at least within WotC's game lines). A simple solution might be to just pick the variant that your group prefers, and use it regardless of the particular d20 game, unless the game has a good reason not to. [/QUOTE]
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