Stable Condition Variant

Post/Author/DateTimePost
#1

tos_shai_hulud

Mar 18, 2008 22:33:20
Ok, I have run the numbers on self-recovery when dying. Should a player fall to negative hit points while he is separated from his party (assuming his party cannot locate him), there is very little chance for his survival. Here are the numbers:

HP........Percent chance to survive<br /> ------....------------------------<br /> -9........1%<br /> -8........1.99%<br /> -7........2.97%<br /> -6........3.94%<br /> -5........4.90%<br /> -4........5.85%<br /> -3........6.79%<br /> -2........7.73%<br /> -1........8.65%
#2

tos_shai_hulud

Mar 18, 2008 22:42:48
Also, would the Unearthed Arcana variant located: here work even if I am not using Wound points?
#3

tos_shai_hulud

Mar 20, 2008 0:13:31
Anyone have any suggestions?
#4

asurya

Mar 20, 2008 6:07:47
The flat "20% whatever your negative hitpoints, whatever your CON score" always struck me as odd.
I mean A CON pumped barbarian who hits its first negative HP, or a CON dumped Wizard who hits -9 HP as the same chance to stabilize

I think the UA variant goes in the right direction, using the Fortit save (thus adding CON in the mix) but the +1 for *TIME* is odd, I would rather say DC {15+1/negative HP}
And yes, you can use this variant even if you don't use the Vitality/Wound points system.
#5

skrap-san

Mar 22, 2008 1:37:50
How bout this system here?