Resolve points, stabilization and long term stabilization?


Rules Questions

Liberty's Edge

Hello! I just recently started reading the rules and I hope someone can help me with some questions I have as I prepare for the first SF game Ill be runing.

1) As far as I understand so far, when I get to 0hp, I'm dying. At the end of my next turn, I'll lose 1 RP if I don't use 1-3 RP (whatever is 1/4 of my total RP) it will deduct from the remaining RP... in this case 2 RP.

Example:

Round 1 - Get dropped to 0. I'm dying and I have 2RP so I can't stabilize. My initiative hadn't come up yet, so when it comes up I lose 1rp at the end. I have 1 RP remaining.

Round 2 - At my turn, I lose my remaining RP. I'm at 0.

Round 3 - If my group doesn't manage to heal 1hp or do First Aid DC15, I'll die at the end of my turn.

BUT- If my turn had already passed on round 1 then the moment I start actually losing my RP would be on Round 2. Meaning I have until the end of my turn on Round 4 before I die.

Is this correct?

2) Let's say I do have 3RP left and I stabilize in Round 1 and I'm at 0 RP... I don't die because I'm not actively losing RP anymore but I'm still unconscious and remain so as I can't wake up to "stay in the fight". On the next hour, I'll have to make a Con Check DC 20 to be able to regain 1hp... If the result of the check is 9 or lower, I die.

Does this mean it's a lot easier to die compared to the pool of "negative damage" we had in PF? And even then, we only needed 2 DC10 in 2 hours to become conscious without the fear of immediately dying again. There was no penalty for rolling low except remaining unconscious... specially not immediately dying.

Is there a way to regain 1 point of Resolve to avoid this? I haven't played yet but this seriously makes me nervous that my group will have problems. If the character gets 8 results on the 10-19 range, could she automatically regain at least 1 hit point, regaining her SP and the other RP as it was 8 hours of stable rest?

Grand Lodge

Pathfinder Starfinder Adventure Path, Starfinder Society Subscriber

I'm confused by your example.

Let's put a few more actors in so we can have a proper round and hopefully answer your questions by example.

You: init 10
Friendly 1: init 12
Friendly 2: init 8
Monster 1: init 11
Monster 2: init 13
Monster 3: init 9

Situation 1: Monster 3 takes you to 0, your character is level 4 with 7 Resolve Points max
Init 9: monster 3 does horrible things to you, you drop to 0 and go dying.
Init 8: friendly 2 does not heal you but does unspeakable things to monster 1
--- end round
--- start new round
Init 13: monster 2 attempts horrible things with friendly 1
Init 12: friendly 1 reacts to monster 2
Init 11: monster 1 attempts horrible things with friendly 2
Init 10: you are dying. You have 2 RP. You check how much you need to spend to stabilizize and find out that 1/4 of 7 equals 1, so you use one and are now stable.

In case you are wondering why you can spend 1 RP, read this FAQ.

Situation 2: Monster 3 takes you to 0, your character is level 12 with 12 Resolve Points max
Init 9: monster 3 does horrible things to you, you drop to 0 and go dying.
Init 8: friendly 2 does not heal you but does unspeakable things to monster 1
--- end round
--- start new round
Init 13: monster 2 attempts horrible things with friendly 1
Init 12: friendly 1 reacts to monster 2
Init 11: monster 1 attempts horrible things with friendly 2
Init 10: you are dying. You have 2 RP. You check how much you need to spend to stabilizize and find out that 1/4 of 12 equals 3, which menas you cannot spend the RP to stabilize and lose one. You are now at 1 RP.
Init 9: monster 3 joins monster 2
Init 8: friendly 2 realizes you need help and tries to stabilize you. They succeed and you are now stable.
---- end round
---- start round
Init 13: monster 2 attempts horrible things with friendly 1
Init 12: friendly 1 reacts to monster 2
Init 11: monster 1 attempts horrible things with friendly 2
Init 10: you are stable, have 1 RP so you could choose to use it to stay in the fight.

Situation 3: Monster 3 takes you to 0, but you're out of RP
Init 9: monster 3 does horrible things to you, you drop to 0 and go dying.
Init 8: friendly 2 attempts to heal you but fails the DC 15 check
--- end round
--- start new round
Init 13: monster 2 attempts horrible things with friendly 1
Init 12: friendly 1 attempts to heal you but also fails the DC 15 check
Init 11: monster 1 attempts horrible things with friendly 2
Init 10: you are dying. You have 0 RP so you die at the end of your round.

To fix a misconception about PF: the recovery check might be only a DC 10 constitution check but you take a penalty equal to the amount of negative HP you have on that roll. So the check is a lot harder than you seem to think. And if you do not have help a failed check results in hitpoint loss.

I feel you are worrying too much about the death and dying rules, since as long as you keep enough RP to stabilize, any of your surviving partymembers should be able to use that Serum of Healing Mk. 1 that you bought for 50 credits to get you back up on your feet.

Liberty's Edge

I'm worried because all the party will be fresh lvl 1 with players to Starfinder that might not prioritize doing the first aid as soon as possible and try to finish the enemies first.

At level 1, what are the feats/abilities that might consume RP so I can keep an eye on the characters that have it to remind them to keep at least 2rp for stabilizing and staying in the fight?

Grand Lodge

Pathfinder Starfinder Adventure Path, Starfinder Society Subscriber

All classes:
- Spending 10 minutes to rest to restore Stamina points to max

Envoy:
- none
Mechanic
- none
Mystic
- Healer Connection: Healing Channel
- Mindbreaker Connection: Share Pain
Operative
- None
Solarian
- None
Soldier
- None
Technomancer
- None

Feats
- Diehard (but that just lets you stabilize + stay in the fight during the same turn)

In general level 1 characters shouldn't be too worried about the staying in the fight bit. Just make sure you have serums of healing with you to put you back on your feet after stabilizing.


Actually a 1st level Envoy could restore 2 to 6 stamina points (depending on CHA modifier) to an ally with Inspiring Boost.

Not much, but may allow that one extra turn that could win the day for the PCs

Liberty's Edge

Wait... how would the stamina points factor in this dying scenario? If the envoy restores the stamina points on the dying character would that mean the character becomes stable and wakes up? Or the stamina points are deducted instead of the RP?

I still have some other questions. Let's say the party manages to stabilize the dying character. They ran out of patches early on with another encounter (this was the boss fight) and now they are going back home on their ship... but it will take 1 or 2 days before they can acquire healing supplies or get access to doctors.

From what I'm seeing of the current party make-up, a couple of them might have +5 on their medicine skill (if they pick it). That will likely not be enough for treating Deadly Wounds with a Med Kit (DC 25... unless they take 20 as I don't see mentioned it can't be used in that particular task), but +5 is enough to keep the char alive with Take 10 for Long Term Stability.

If the character remains unconscious under their care like this in the ship, and she gets 8 results on the 10-19 range... could she regain her HP, SP and RP as it was 8 hours of stable rest?


soulnova wrote:

I'm worried because all the party will be fresh lvl 1 with players to Starfinder that might not prioritize doing the first aid as soon as possible and try to finish the enemies first.

At level 1, what are the feats/abilities that might consume RP so I can keep an eye on the characters that have it to remind them to keep at least 2rp for stabilizing and staying in the fight?

Why would you think your character would need an ability in order for you, the player, to remind another player of something they should know?

Liberty's Edge

Seems like I missed a "new players" in there.

I'm the GM. This is the first time we play Starfinder and it might slip our minds because we are used to play PF. I haven't been able to read/remember/understand every bit of the SF core rule book yet so that's why I'm asking.


Sorry my bad,

I was giving an example of something that could be used before your characters are dying.

I did not mean to cause confusion.

Liberty's Edge

Oh ok! Thanks! Still, it's good to know. One of the players will be an envoy and I'll comment about this to see if she will be interested on picking that inspiration. :)


The 'rounds' counted for dying are measured as seen by the character doing the dying - not as seen by the GM running everybody. So you only lose resolve points when your turn rolls around each round.

So Whatever round a character gets dropped to zero HP at (even during their own turn), that is dying round zero. The next time that character's turn comes up is the first time when they can either spend the resolve points to stabilize/stay in the fight, or lose one resolve point due to dying and hope for the best.

Scenarios: Anita being our representative player character. Has 10 Resolve points maximum. Currently spent down to only having 2 remaining. One-quarter of 10 is 2.5, so needs to spend 3 resolve points when dying in order to do heroic recovery.

Scenario 1: Anita takes her turn in round 7 of the battle. Later in that round she takes damage and falls to 0 HP. When her turn in initiative comes up in round 8, she loses 1 Resolve point and the battle continues.

Scenario 2: Anita takes her turn in round 7 of the battle and provokes Attack of Opportunity, which drops her to 0 HP. She loses the rest of her turn, but no Resolve points. When her turn comes up in round 8, she loses 1 resolve point.

Scenario 3: An enemy takes their turn in round 7 before Anita does. That enemy attacks Anita and she drops to 0 HP. When her turn comes up later in round 7, she loses 1 Resolve point and the battle continues.


soulnova wrote:

Does this mean it's a lot easier to die compared to the pool of "negative damage" we had in PF? And even then, we only needed 2 DC10 in 2 hours to become conscious without the fear of immediately dying again. There was no penalty for rolling low except remaining unconscious... specially not immediately dying.

Is there a way to regain 1 point of Resolve to avoid this? I haven't played yet but this seriously makes me nervous that my group will have problems. If the character gets 8 results on the 10-19 range, could she automatically regain at least 1 hit point, regaining her SP and the other RP as it was 8 hours of stable rest?

I'm not expert on the dying rules of PF1. And I haven't calculated probabilities of both systems.

But for Starfinder: if you are all alone (or everyone on the team is down for some reason), then a character will need to either succeed on 8 DC 10 CON checks in a row, or succeed at one DC 20 CON check on any one of them. I haven't completely calculated the probabilities of this (it's fairly complicated to do both scenarios at the same time), but it's not good.

If at least one of the party is active though, they can use healing items to rescue everyone fairly easily. With no healing items, there is also the DC 15 Medicine check for attending the dying people that will prevent them from dying on a failed CON check (in addition to the +2 bonus).

So yeah. Having the team out of resources and all or most of them drop is fairly lethal.


breithauptclan wrote:
I haven't completely calculated the probabilities of this (it's fairly complicated to do both scenarios at the same time), but it's not good.

Simplified Long term stability math: Only considering the 8 hours of rest (not counting the option to roll 20 and recover immediately)

Character with 14 CON - so +2 bonus.
Needs to roll 8 to not die.
Rolling 1 - 7 causes death. So .35 probability on each roll.
Have to roll 8 successes with no failures.

(.35)^8 = 0.000225 or 0.022% chance of success. 99.97% chance of dying during the night.

So ignoring the chance of surviving the night and just hoping to roll that 20 instead may be the better hope. The question is which happens first: the bad roll less than 10, or the good roll of 20+

Liberty's Edge

Very interesting! Thank you!

Only one question remains. If the character remains stable by her own Con checks or by someone else's long term stabilization for 8 consecutive hours, could that count as her night's rest?

I mean, as a level 1, she wakes up 8 hours later with just one 1hp after her friends spent the whole night looking after her in the way home. It would seem pretty fair to me.


soulnova wrote:

Only one question remains. If the character remains stable by her own Con checks or by someone else's long term stabilization for 8 consecutive hours, could that count as her night's rest?

Yes. That is exactly how it works.

Quote:
After 8 hours, if you have not regained consciousness or died, you regain consciousness and recover 1 HP per character level, as if you had a full night’s rest (see Recovering Hit Points Naturally below).

Liberty's Edge

Perfect. That's very helpful. I really appreciate it.


Glad to help. Happy GMing.

And remember; having fun is more important than being able to remember every rule exactly.

Grand Lodge

Pathfinder Starfinder Adventure Path, Starfinder Society Subscriber
breithauptclan wrote:
Scenarios: Anita being our representative player character. Has 10 Resolve points maximum. Currently spent down to only having 2 remaining. One-quarter of 10 is 2.5, so needs to spend 3 resolve points when dying in order to do heroic recovery.

You always round down unless specifically noted otherwise, so it's 2 resolve points to stabilize for Anita (Page 243 for the rounding rules).


Something one should note: if a character with 10+ Resolve is down to their last two points, it means they've had one hell of a day, and are on their last leg. This should probably factor into the RP for the character, the GM/scenario, or both. This is not a thing that should happen during a "typical" business day, so to speak, but during a long and grueling endeavor that has stretched you and your friends to the utmost, with the highest of stakes. Because if you've got yourself down to that little Resolve in an adventure that *doesn't* have high stakes, it means you've basically pushed yourself close to death for no good reason.

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