Easy Recovery Saving Throws (...and something very wrong!!!)


Playing the Game


Errata 1.3 wrote:

The GM sets the DC of your recovery saving throw when you’re knocked out. This DC is equal to the DC of the spell or ability that dropped you plus your current dying value.

If damage that reduced you to 0 Hit Points came from something that doesn’t have a DC, such as an attack roll, use the attacker’s class DC. Though a class DC usually includes the key ability modifier for a character’s class, the GM might sometimes decide a different ability score is appropriate; for example, a wizard’s class DC usually uses Intelligence, but if he knocks someone out with his staff, the DC might use Strength or Dexterity. For monsters, the GM will use a high difficulty skill DC of the monster’s level (see page 336).

So you can split the process in two parts:

  • 1. What brought you to 0 HP?
    __a) Spell, power, hazard, ability that needed you to roll against a DC. The consequences of that roll sent you to 0 HP.
    __b) Attack roll from a NPC
    __c) Attack from a Monster

  • 2. Calculate the Recovery Saving Throw DC
    __a) RST DC = Same DC + current dying value
    __b) RST DC = Attacker's class DC (10+Lvl+NPC key ability) + current dying value (it's not in the text above)
    __c) RST DC = high hard difficulty skill DC of the monster’s level + current dying value (it's not in the text above)

In bold what I think that is missing.

I would gladly thank more examples on this subject...

MY QUESTION:

Errata 1.3 wrote:
A hard skill DC, the most common in the game, represents something that an average commoner might not try but that adventurers attempt frequently. This DC challenges even characters who have strongly focused on the skill and can often be overcome by a character who has increased their modifier or proficiency rank. A character who’s really strong in the skill starts at around a 50% chance of succeeding but ends up almost certain to succeed at higher levels.

Bolded text means, that higher level characters are certainly going to succeed the RST. Is that their intention?


I've homemade this Dying process sheet that may help...
http://bit.ly/2Iqz2xx


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Their errata descriptions are pretty bad about conveying what actually the effect is, as it's tuned based on designer assumptions that aren't often correct.

For example, the difference between level 1 and level 20 Hard DC is 24, where the bonus is +19 (level) +5 (armor), +Con/Proficiency increases. As Con is unlikely to increase much more than +2, due to the diminishing returns for stats, and some classes don't really boost their Fort (Only Barb, and Paladin do, though Monk can if they choose from a feature, and Alchemist, Barb MC, and Fighter can with a feat), so it's really only a -10-20%, and assuming a 14 Starting Con, expert Fort proficiency, you'd go from 50% to maybe 35%, which isn't really "almost certain to succeed"

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