I actually didn't intend to be snarky. The game I remember wasn't D&D, but either a TCG or video game.i see what you did there
I think the hit point threshold was something like a thousand hit points, which doesn't quite match up with D&D.
I actually didn't intend to be snarky. The game I remember wasn't D&D, but either a TCG or video game.i see what you did there
I really like Mearls' proposed system.
The only issue I have is that the wizard is always more likely to be turned to stone/disintegrated/etc, due to lower health pools. ( I am assuming that pretty-much-universal-mechanic will remain in Next).
While this may make sense that the wizard is more likely to get hit (and paralyzed) by a ghoul, I think he should have some advantage when dealing with, say, a soul trap.
I hate to bring up "Physical HP" and "Mental HP" again, because it's redundant, but SOME acknowledgement of classes areas of strength needs to be built into the system.
Perhaps the answer is in saving throw modifiers once again?
I recall playing a game that was like this, where an instant-death attack only worked if the opponent had a certain number of hit points or less. I can't remember what game it was, however.
Personally, I think the medusa is a terrible example of a SoD. The medusa should simply be a "Die." If you don't take precautions to not meet her gaze, like a blindfold or a mirror, you will see her and turn to stone, full stop.
Now, this sort of lethality means that only a truly cruel DM will introduce a medusa without giving a lot of object clues as to what is coming. But that's fine, a medusa should be treated not as a monster (because its HPs and other stats are necessarily secondary), but as a puzzle.
Any encounter that has the potential of immediate lethality should not use the mechanics that underlie the combat pillar. Avoiding such a hazard should be viewed as under the purview of the "exploration pillar", and treated accordingly, such that embracing the narrative is the only way to overcome the challenge.
I've said before that a different monster inspired by Medusa but not actually considered to be "Medusa" is beyond question a valid alternative.As a magical effect coming from the Medusa I'd have no problem with incremental effects. Heck it could even be straight HP damage with lost HP representing body parts turned to stone. The only difference is that at death you need a flesh-to-stone rather than a resurrection spell.
Otherwise it could be incremental saves, speed damage, condition effect track, a single save but with three rounds of petrification during which increasingly harder countermeasures will be effective.
In other words, fluff matters. Mechanics should support fluff. Conversely you should write your fluff to match your mechanics.
Getting the mechanics right is critically important.Though I disagree with making Meduas' have just "DIE" effects, I heartily agree with the rest. Most every monster of any real power you run into has clues and hints about what it is and what it can do, long before you ever encounter it. If I intended to have my party encounter a Medusa somewhere, they'd likely see indications of it's power several encounters, possibly even levels before they went up against it.