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<blockquote data-quote="Saeviomagy" data-source="post: 1210138" data-attributes="member: 5890"><p>I'd much prefer not</p><p>1) Using a static DC for the fort save - in modern it's possible to get characters who are basically immune to the fort save for the damage threshold. In D&D it would be child's play to pull this off. Then people are just worrying about rolling a 1</p><p></p><p>2) Not using a static level (especially such a low one) for the threshold. You really don't want a significant amount of extra rolling in a game. Threshold=con is nice, because it means it's less likely for the high-con front line fighters to need to make the saves, speeding the game up.</p><p></p><p>3) Not having the result of a failed save be death or total disablement. Frankly it just sucks to have your character go down from a single lucky shot. Criticals are already pretty bad in this respect, and having every slightly-higher-than-average-damage attack get a 1/20 chance to kill you would be awful. It also doesn't encourage people to withdraw - you're either up and fighting, or you're down.</p><p></p><p>I'd prefer something with easy to calculate numbers and an increasing penalty as you get more injured.</p><p></p><p>How about "If you take 25% of your current hitpoints in a single hit, you take a -1 penalty (which stacks with all other penalties) to your attacks, saves and skill checks. A heal check (DC 15+total penalty) removes this."</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 1210138, member: 5890"] I'd much prefer not 1) Using a static DC for the fort save - in modern it's possible to get characters who are basically immune to the fort save for the damage threshold. In D&D it would be child's play to pull this off. Then people are just worrying about rolling a 1 2) Not using a static level (especially such a low one) for the threshold. You really don't want a significant amount of extra rolling in a game. Threshold=con is nice, because it means it's less likely for the high-con front line fighters to need to make the saves, speeding the game up. 3) Not having the result of a failed save be death or total disablement. Frankly it just sucks to have your character go down from a single lucky shot. Criticals are already pretty bad in this respect, and having every slightly-higher-than-average-damage attack get a 1/20 chance to kill you would be awful. It also doesn't encourage people to withdraw - you're either up and fighting, or you're down. I'd prefer something with easy to calculate numbers and an increasing penalty as you get more injured. How about "If you take 25% of your current hitpoints in a single hit, you take a -1 penalty (which stacks with all other penalties) to your attacks, saves and skill checks. A heal check (DC 15+total penalty) removes this." [/QUOTE]
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