I don't follow your post. Both
@Manbearcat and
@hawkeyefan have pointed out that,
in 5e D&D, stabilising a dying character is not an outcome that is understood as player-side resource-intensive. (Contrast, say, raising the dead or building a palace.)
I made a post which set out the framework for thinking about the resource cost, in 4e D&D, of allowing a character to recover a healing surge's worth of hit points.
To me, it seems that an important part of adjudicating actions, in resource-heavy RPGs, is understanding the way that the action sits within the broader framework that relates resources to outcomes.
This is the original post-
The fighter's friend is hurt, even dying. The fighter prays to the gods to heal their friend. How is this action resolved? If it's a Religion or similar sort of check, what's the DC?
Note that you posted this without any explanation or listing of edition (but put it in D&D general), and 146 posts in, after most people have spend time explaining this from a
5e perspective, explained that this is actually about
4e. (There is a D&D 4e tag).
The reason you have received such disparate responses is because (a) this is essentially a question that doesn't need answering in 5e, and (b) any response regarding divine intervention necessarily requires more context given the nature of 5e.
Breaking those two things done-
A. As mentioned before, there is a difference between a passing familiarity with the rules of a game, and actually playing it. In 5e, for various reasons, and in almost all contexts,* there would never be a reason for a fighter to pray to stabilize. Because characters self-stabilize so easily (and a failure to do so takes so long), because actions are so precious (and it's almost always better to end the thread than to pray), and because there are so many different ways characters can stabilize without divine intervention, the actual hypothetical makes almost no sense in terms of 5e. There is no particular reason for this action to happen, there is no reason that a religion check (in RAW) would be used for divine intervention.
B. That said, some people attempted to answer anyway, thinking more in terms of "What does divine intervention mean within the rules?" Some editions of D&D have this codified - for example, in AD&D, 1e, there is a percentile chance for divine intervention within the DMG, because, um, Gygax. Generally, however, this isn't codified within the rules. For that reason, when thinking about "divine intervention" in terms of 5e, most people don't consider it in terms of
resource management, but instead have to think about it in terms of the game itself (the particular fiction of the particular game, not 5e in general). It's like asking, "The moon looks like it is getting closer to the campaign world. The rogue tries to build a laser cannon to shoot down the moon. If it's an arcana (or similar) check, what's the DC?" There are a lot of ... campaign-specific things you kind of have to think about before answering that question, or even getting to issues or resource management.
As a general rule, while I understand that my own posts are very wordy, I have found it helpful to actually say what I am talking about, as opposed to posting some type of leading question in the hope of eliciting responses that let me post what I was really thinking later...
Put another way, what are you asking about in the OP-
1. How 4e does resource management? If so, maybe make that explicit. And make it a 4e thread.
2. How 4e does resource management ... in comparison to 5e? If so, then you might want to consider that this doesn't have a great history. I would suggest a Wisdom check prior to starting that type of thread.
3. The General Universal Theory of how, in resource-heavy RPGs, the resources relate to outcomes? If so, I suggest posting your theory instead of attempting the Socratic method.
*I am sure that there are campaigns with the "grimdark" settings turned up to 11, using optional slow natural healing, optional gritty realism, and other optional rules ... but then it's hard to have a general hypo.