n00bdragon
First Post
How is it not a wound penalty or death spiral? By implementing a generic bonus that applies to everyone, you change the assumption of the default saving throw.
By reducing that bonus, you have instantiated a penalty against the default assumption of the saving throw.
By keying this off of current hp instead of maximum hp, you have created a wound penalty or a death spiral.
A death spiral is a game mechanic that makes you more likely to get hurt the more hurt you are. This can be offensive or defensive in nature. If a game applies penalties to your attack rolls or skills for example you are less effective at continuing to fight, thus the fight will drag on longer and you will take more damage. If the game applies a penalty to your defenses then further attacks are even more likely to hit you, causing a much faster spiral where taking damage effectively lines you up to take more damage which will get you taking wads of damage very quickly.
A penalty to saving throws on the other hand is unrelated to your ability to fight in combat since the results of a saving throw rarely make changes to your hit point total (awful spells that no one normally uses like Fireball excepted of course). In most editions of D&D saving throws are typically invoked as something to end your participation in a fight more or less completely (the edition which shall not be named used them as a substitute for set durations so I'm considering them unrelated here), in general if you failed a saving throw you were at worst done fighting or at best had to deal with some major inconvenience before you could start fighting again, and I use "fighting" here as a general term for the unrelated combat system that involves swinging objects at people to make them lose hit points. So losing hit points really doesn't make you more likely to lose even more hit points and failing a saving throw doesn't make you more likely to fail another one after it.
So... where again is the death spiral?