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Saving throw bonus that is based on CURRENT HP
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<blockquote data-quote="Blue" data-source="post: 6111993" data-attributes="member: 20564"><p>This is a real question - Why would you want it to work the other way?</p><p></p><p>I can see the making woulds affect other things would simulate the real world.</p><p></p><p>But revering it would make heroes that hang on in the face of adversity that would simulate a good book or movie. Wouldn't that also be a good goal?</p><p></p><p>Mechanically, lesser saves when wounded could lead to a death spiral. Character would get more fragile, and going just a little past the balancing point (even a few poor dice rolls) could end up with characters dead as the first ones push down saves so they save less and take more damage on the later ones in an ugly feedback loop that ends with characters going from "lightly wounded" to "dead" much quicker then expected.</p><p></p><p>In terms of average player response (grabbing enough players to be statistically significant), I expect it would lead to increase in player caution and make player more risk-adverse. I see a lot of that already, anecdotally it causes overly long planning sessions and characters not being, well, heroic.</p></blockquote><p></p>
[QUOTE="Blue, post: 6111993, member: 20564"] This is a real question - Why would you want it to work the other way? I can see the making woulds affect other things would simulate the real world. But revering it would make heroes that hang on in the face of adversity that would simulate a good book or movie. Wouldn't that also be a good goal? Mechanically, lesser saves when wounded could lead to a death spiral. Character would get more fragile, and going just a little past the balancing point (even a few poor dice rolls) could end up with characters dead as the first ones push down saves so they save less and take more damage on the later ones in an ugly feedback loop that ends with characters going from "lightly wounded" to "dead" much quicker then expected. In terms of average player response (grabbing enough players to be statistically significant), I expect it would lead to increase in player caution and make player more risk-adverse. I see a lot of that already, anecdotally it causes overly long planning sessions and characters not being, well, heroic. [/QUOTE]
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