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General Tabletop Discussion
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A Brief History of Saving Throws, the Original Plot Armor
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<blockquote data-quote="Tales and Chronicles" data-source="post: 8381038" data-attributes="member: 6871653"><p>Great resume, thank you for that.</p><p></p><p>I find the old saves amusing and quirky, but as far as game mechanics go, I prefer the new ''resistance'' type saves.</p><p></p><p>But I would love to have conditions and effects that provokes that feeling of ''last ditch effort'' from the character. Since this thing already exist in form of the Death Saves, I would be thrilled if some effects other than falling to 0 hp, forced to immediately make a Death Save, a failed one not disappearing after the next long rest.</p><p></p><p>Like, you are hit by a vicious poison and fail your CON save? Start making death saves for X rounds or until cured, even though you are still technically standing. Hope an ally has an antidote or lesser restoration prepared! This would make resistance to poison or spells like Protection from X or Remove X be more desirable.</p><p></p><p>i.e</p><p><strong>Finger of Death</strong></p><p>7th-level necromancy</p><p>Casting Time: 1 action</p><p>Range: 60 feet</p><p>Components: V, S</p><p>Duration: Instantaneous</p><p>You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save and must immediately make 3 death saves which only disappears after the target complete a long rest. A successful save deal half as much damage and does not provoke Death saving throws. </p><p></p><p>A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.</p></blockquote><p></p>
[QUOTE="Tales and Chronicles, post: 8381038, member: 6871653"] Great resume, thank you for that. I find the old saves amusing and quirky, but as far as game mechanics go, I prefer the new ''resistance'' type saves. But I would love to have conditions and effects that provokes that feeling of ''last ditch effort'' from the character. Since this thing already exist in form of the Death Saves, I would be thrilled if some effects other than falling to 0 hp, forced to immediately make a Death Save, a failed one not disappearing after the next long rest. Like, you are hit by a vicious poison and fail your CON save? Start making death saves for X rounds or until cured, even though you are still technically standing. Hope an ally has an antidote or lesser restoration prepared! This would make resistance to poison or spells like Protection from X or Remove X be more desirable. i.e [B]Finger of Death[/B] 7th-level necromancy Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save and must immediately make 3 death saves which only disappears after the target complete a long rest. A successful save deal half as much damage and does not provoke Death saving throws. A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability. [/QUOTE]
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