Originally posted by Reginald:
So, you opposed the MDT value = fixed 10 (i.e., Realistic Reality Level, d20M, p. 196) because even though it would force a more frequent number of Fortitude saving throws, it doesn't matter because the Fort Save bonus would keep the Hero PC from dropping anyway.
My real opposition to the MDT is it adds a another dice roll into combat sequence and adds a level or unpreditability into combat that some people dislike. Also see below.
Does the fact that rolling a natural 1 -- regardless of your high Fort Save bonus -- always mean an automatic failure of your saving throw have any impact on your statistical analysis?
No, the Fort save bonuses I'm using here are in the +2 to +5 range. D20 Modern saving throws advance much more slowly than the D&D ones, and there are fewer things to improve it. You would need a combination of 15th+ level with selected classes, ungodly Constitution, and a feat/talent selection before this becomes a factor.
Originally posted by Sigg Oddra
What if the fortitude save is made a bit more difficult?
This won't help as much as you would think. We're playing with statistics and these propbablities multiply. If we use the MD threshold of 10, and a Fort save of 15+damage (i.e. 100% failure on the Fort Save), the Shotgun takes you down 36% of the time.
Because we want a significant probablity of death in combat, we would need to both reduce the threshold below 10, and increase the save DC.
Lets try this again: MD Threshold is 5 points: 2d6 this occurs 72% of the time, 2d8 is 84%, and 2d10 is 90%. With DC15 fort save this gives:
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Person 2d6 2d8 2d10
Mook 49% 54% 60%
Bob 43% 50% 54%
Al 36% 42% 45%</pre>[/QUOTE]My point above is illustrated here: We now are into the ranges we want for killing people, but almost every hit in combat results in a MD Fort save. So why not simplify things and remove the damage roll and assume every hit forces a MD Fort save.
I like the idea of weapon damage modifying the Save DC, and again statistics comes to the rescue. The save DC can be 10 + Average Weapon Damage. A 2d6 weapon is +7, a 2d8 weapon is +9, a 2d10 weapon is +11, a 3d6 weapon is +10, a 1d4 dagger is +2.
True20 (and IIRC M&M) have several damage levels depending upon how badly you fail your save, so the first hit does not automatically drop you, but will impair you.