Where did % to stablize come from?

reveal said:
I agree 100%. I hate 10% to stabalize. If you're character is tougher, they should have an easier time stabilizing. I've houseruled the d20 Modern Fort save DC 20 rule into my Eberron campaigns and will do so in future campaigns, no matter where they're set.
Not necessarily true. You can be a health nut, but could still die from trauma or affliction. After all, a deep cut into one of your main arteries without someone to help you is just the same, whether you're a weakling or not.
 

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Ranger REG said:
Not necessarily true. You can be a health nut, but could still die from trauma or affliction. After all, a deep cut into one of your main arteries without someone to help you is just the same, whether you're a weakling or not.

But this isn't real life so I don't equate it to such. In D&D, a hardier person can withstand blunt force better than a weaker person. They can handle poisons better. They can handle spells with Fort saves better. I don't see this as a different scenario.
 

We have been using a % equal to your CON score to stabilize; so a 16 CON equates to a 16% chance. We have also tried 10+CON score% and class HD+CON% (so a fighter with a CON of 15 wouild have a 25% chance to stabilize) and we have used LVL+CON%. To make things seem more consistant we have always made high rolls better so if you have CON of 15 you stabilize on a roll of 85% or higher.
After reading this thread, however, I think I like the idea of a CON check with a DC of 19 as well as DC for for miss chances and arcane spell failure (from armor).
 

JoeGKushner said:
In the same vein, where did the percentage dice to check for stabliziation come from?

I'm pretty certain that concept first appeared in Rolemaster, actually - it had detailed rules for 'bleeding out' (i.e, blood loss) years before AD&D had anything similar, to the best of my knowledge.
 

MerricB said:
I think that during design they wanted a mechanic that allowed a PC to avoid death, but not to be a giveaway at high levels.


Having last played a pre-options/powers 2nd edition game when 3rd came out, I really liked the stabilize rule.

In fiction Heros are forever getting mauled in combat, blacking out, then waking up on an abandoned battlefield strewn with corpses. In the 2nd edition "you bleed out without help" system that could never happen. With the stabilize rules you at least got a die roll.
 

I have no problems with the rule either, considering I came from 2ed, where you didn't get a roll period!

Concerning this rule, I also have modified the Toughness feat. In addition to the +3 hp, your chance to stabilize increases to 25%. Makes the feat a little more worthwile in my eyes...
 

Soel said:
Concerning this rule, I also have modified the Toughness feat. In addition to the +3 hp, your chance to stabilize increases to 25%. Makes the feat a little more worthwile in my eyes...

Interesting idea but isn't Toughness a feat that you can take multiple times? Do you just say you get the stabilization bonus the first time? Perhaps you could tweek this a bit so they get +3% (or so) added to their chance to stabilize each time it is taken.
 

Here's what I want:

1. I want my players to have to rush to the body of their friend to save him from bleeding out.

2. I want a chance that a lone character will not bleed out.

1 means that I cannot use a fort save - high level characters will simply NOT bleed out

2 means that I can't just make it automatic

So - it needs to be a slim chance, but still one that will happen.

10% sounds good.

One change I WOULD like to make is to make the unconscious zone larger for higher levelled characters - currently it's far too easy to go from +50 to -20 in a single blow, and lose all that potential drama.
 

reveal said:
But this isn't real life so I don't equate it to such. In D&D, a hardier person can withstand blunt force better than a weaker person. They can handle poisons better. They can handle spells with Fort saves better.
Yeah, when they're not dying for the most part. Even the hardiest person is mortal.
 

Soel said:
I have no problems with the rule either, considering I came from 2ed, where you didn't get a roll period!

Concerning this rule, I also have modified the Toughness feat. In addition to the +3 hp, your chance to stabilize increases to 25%. Makes the feat a little more worthwile in my eyes...
there is another better feat for this already for stabilizing.

a regional feat in the FRCS. they brought it over for the revision in the Complete Warrior iirc.

die hard
 

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