Using DR at default

Damage Resistance is one advantage one might possibly use via Using Abilities at Default. If damage seems too high then allowing ANYONE to use this might be an option.
The most logical advantage to base this on would probably be HP, so that higher HP creatures have an easier time ignoring larger amounts of damage.
The HT-based roll for non-mental abilities for UAAD ties in nicely with how 3e used to base HP on HT instead of ST, and also with Douglas Cole's ideas in Shrug It Off
The idea is that the penalty to the HT roll scales up with the levels of DR that you require, and the cost per level is based on how much HP you have.
However since you don't actually know how much DR you need (and even 1 DR is still beneficial to reducing damage) rather than it being an all-or-nothing, this could be done where the DR you get is margin-based. You still need to succeed enough to use at least 1 DR at default, but a large margin of success should endow additional DR.
This should also work in respect to FP costs. The basic design should involve spending no FP to shrug off light damage, but the costs of additional levels of crushing-only DR could be made cheaper by having it deplete FP (or Action Points if using that) which is a realistic accessory rule, particularly in the case of The Last Gasp where injury inherently reduces your AP anyway.
Emulating shock (Temporary Disadvantages -40%: -1 to DX and -1 to IQ) for temporary DR would be another way to cheapen this.
Using fractional damage (1 character point per 0.2 levels of DR) is another way. As would be Reduced Duration (you don't need it for a full minute, only the instant you're using it) and Limited to whatever body part is being hit.
Since it isn't a conscious effort, a large basic penalty for Reflexive should be mandatory.
Overcoming the large basic penalty could be done by having a large basic FP investment to maximize the bonus to the role, and then you pay for this by taking enhancmements on the DR for Reduced Fatigue Cost. This makes the penalty-per-level higher, but this is easily absorbable for those with higher HP to base the cost on.
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