You just demonstrated there are three out of six days during which the Fighter is more combat-ready than the Wizard, two of which because the Wizard is dead. The Fighter lives a full 50% longer.Kaelik wrote: I think you are confused.
Let me try to explain this in terms of teh Maths:
...
This is the absolute maximum differential, and yet there is literally only a single day out of six in which the Fighter and Wizard have different levels of combat readiness.
But you do make a good point. It's hard to imagine a good game experience coming out of asking the wizard's player to sit out for two days while the fighter drags his corpse through the desert. (Not impossible, though -- make the days pass in some a matter of minutes, just a few decisions and skill checks. I'd let the wizard manifest as a ghost, too).
Let me quibble for a little bit: Day 4 will be very different. I can post the math if you like, but the odds of them losing the same number of surges is roughly 2%. On the other hand, the difference between 0 and 4 endurance isn't that much, so it's not surprising the two would end up being mostly similar, just with one day where the more hearty adventurer gets to keep more of his surges.Kaelik wrote:+0 and +4 for example: 3 days of identical, one day of cripple, both dead.
75% of the time they are identical.
But that's missing the point of the problems you've revealed, which I agree with:
(a) They're completely identical for the first three out of the four days in which they have to live. That's weird even before you consider them going from completely identical on day 3 to rather different on day 4.
(b) You should never be rolling a D20 to determine if you take a single point of damage, never mind rolling repeatedly. In that case, you may as well just take the expected average damage.
Thankfully, (b) fades away as character levels rise. The same wizard at level 10 would be rolling to determine if he's losing 1/6th of his HP per failure, not 1/25th. One solution (if you're willing to houserule just the specific numbers) would be to make the damage something like level+5.
(a) also fades as levels rise -- the problem with comparing level 1 characters is that the very first DC is formidable. If you looked at Endurance 15 vs 19 instead, you'd have three identical days, followed by four days of increasing difference, followed by death, and that's just a 4 point difference. Still, those are rather high Endurance levels. I guess the solution would be (again, using houseruling to tweak the numbers) to make the checks start sooner, make them start lower, and make them rise more slowly. Even just starting the checks on day 1 at DC 10 would help, and I'd also play with making the DC rise by 3 or 4 each day. The goal would be to create more days where the higher-endurance characters are okay, and the lower-endurance characters are weakened but still battle-capable.
I think the devs were trying to keep the rules simple and easy to remember (how often does thirst even come up in standard D&D games?), but in this case it leaves some problems with the model, especially at lower levels. Hopefully Dark Sun will have some more refined rules, to go along with the focus on survival.