FireLance
Legend
Let's say that save or die doesn't make it to 4e, but there are elements of save or die that you want to retain. What would these elements be, and how would you go about implementing them? For example:
1. Escalating the Level of Threat
It's exciting for the PCs to occasionally encounter a creature that could kill them in a single round, and for them to scramble to fight defensively, use Combat Expertise, get behind cover, avert or close their eyes to avoid gaze attacks, set up magical defences, etc. to minimize the chances or the effects of the creature hitting, or a saving throw failing. I think it would be possible to achieve the same effect by replacing an outright death effect by sufficient damage to kill almost any PC of whatever level the creature is supposed to be a challenge for. As a side effect of this, such creatures will be less of a threat to higher-level PCs, who have more hit points, which would be an additional advantage for some.
2. Changing the Party Dynamic
Characters in a party normally have defined roles and this seems likely to be even more true in 4e. By disabling one party member, the other PCs face the additional challenge of covering his role, or doing without it. Instead of simply using save or die, this can also be achieved through petrification or paralysis, or by simply negating the party member's key advantage (e.g. an anti-magic zone for spellcasters).
3. Rewarding Reconnaissance and Preparation
Characters should gain some advantage for taking the trouble to find out about the creatures they are going to face. In particular, if the creature has a dangerous attack, they might be able to prepare a specific counter to it. Instead of the dangerous attack automatically meaning death, it could deal major damage (see point 1, above), disable (see point 2, above), or impose some other significant penalty such as a -4 to all d20 rolls.
What others can you think of?
1. Escalating the Level of Threat
It's exciting for the PCs to occasionally encounter a creature that could kill them in a single round, and for them to scramble to fight defensively, use Combat Expertise, get behind cover, avert or close their eyes to avoid gaze attacks, set up magical defences, etc. to minimize the chances or the effects of the creature hitting, or a saving throw failing. I think it would be possible to achieve the same effect by replacing an outright death effect by sufficient damage to kill almost any PC of whatever level the creature is supposed to be a challenge for. As a side effect of this, such creatures will be less of a threat to higher-level PCs, who have more hit points, which would be an additional advantage for some.
2. Changing the Party Dynamic
Characters in a party normally have defined roles and this seems likely to be even more true in 4e. By disabling one party member, the other PCs face the additional challenge of covering his role, or doing without it. Instead of simply using save or die, this can also be achieved through petrification or paralysis, or by simply negating the party member's key advantage (e.g. an anti-magic zone for spellcasters).
3. Rewarding Reconnaissance and Preparation
Characters should gain some advantage for taking the trouble to find out about the creatures they are going to face. In particular, if the creature has a dangerous attack, they might be able to prepare a specific counter to it. Instead of the dangerous attack automatically meaning death, it could deal major damage (see point 1, above), disable (see point 2, above), or impose some other significant penalty such as a -4 to all d20 rolls.
What others can you think of?