Rolemaster has save-or-die/suck badly - and not only in its spell/magic system, but (in effect) in combat as well, via its critical charts.
It's an issue for Rolemaster, given the complexity of character generation in that game.
Not really surprising considering how close Rolemaster and D&D are as games.
Lanefan said:
Lan-"do the same people who dislike SoD also dislike level drain and magic item destruction?"-efan
LOATHE level drain as it was originally written. Didn't mind it too much in 3e when they added the save. My level drain in 1e and 2e was healable over time - 1 week per level loss IIRC.
Now magic item destruction? Don't care. As a player or a DM. Items and gear never really entered into it that much. I might not like losing my Holy Avenger, but, it's not something that's going to be too much of a big deal. You can always get another sword after all.
A bit above, RC mentioned the dreaded Rust monster and I think that is also a big reason why I don't like SoD. One thing most of us have agreed on is that bombing an unsuspecting party with a SoD monster is a bad thing to do. SoD monsters should be foreshadowed, there should be ample opportunity to discover their presence, etc.
I don't like really limited use monsters like that. I can chuck a troll at a party in almost any situation - the troll can ambush the party, the party can ambush the troll, they could surprise each other, the troll could parley, whatever. But, with these SoD monsters, I have to pay extra attention to them. I don't like monsters that require extra special attention.
To me, a well designed critter is one that I can pick up and drop into the game with as much prep as I feel like doing - could be entirely random, or it could be built up over several sessions. I don't like the idea that a class of creatures has to have special signs placed all over them warning DM's to "use with care".
Just not my thing.