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<blockquote data-quote="Lanefan" data-source="post: 3846881" data-attributes="member: 29398"><p>The whole point of save-or-die, or save-or-disable, or save-or-wake-up-on-a-desert-island, is that it *ignores* lots of hit points. If everything ends up reduced to simple hit point damage then Con. becomes by far the most important stat regardless of race, class, or anything else...and I don't see this as a Good Thing.The "I want to be playing all the time" crew* will argue this is just as bad as full save-or-die, as a failed save still represents downtime. Me, I have no problem with it.</p><p></p><p>* - except for the *very* few who are wise enough to play 2 or more PCs at a time so when one's down the other still gives something to do...Agreed, though research is neither foolproof nor always possible. But yes, a prepared party should obviously have a better chance than an unprepared one...if they know their foe has a killing gaze attack, for example, they can avert their eyes or put on blindfolds...if they have enough advance warning, they can even take Blind Fight as a feat! But though the amount of preparation should certainly affect the save chance somehow, it should never change the actual attack form or its results.</p><p></p><p>Other alternatives to outright save-or-die:</p><p></p><p>One I've used now and then in the past is <strong>save-or-teleport</strong>...sometimes to a very long way away, other times to an inaccessible and-or dangerous point within the same adventure complex. If the party has no long-range communication e.g. telepathy, be warned this *can* be a major headache for all involved.</p><p></p><p>And there's the old standby <strong>save-or-turn</strong> dominate-type effects. The advantage here is the victim still gets to play...except you're now playing against your party rather than with them. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 3846881, member: 29398"] The whole point of save-or-die, or save-or-disable, or save-or-wake-up-on-a-desert-island, is that it *ignores* lots of hit points. If everything ends up reduced to simple hit point damage then Con. becomes by far the most important stat regardless of race, class, or anything else...and I don't see this as a Good Thing.The "I want to be playing all the time" crew* will argue this is just as bad as full save-or-die, as a failed save still represents downtime. Me, I have no problem with it. * - except for the *very* few who are wise enough to play 2 or more PCs at a time so when one's down the other still gives something to do...Agreed, though research is neither foolproof nor always possible. But yes, a prepared party should obviously have a better chance than an unprepared one...if they know their foe has a killing gaze attack, for example, they can avert their eyes or put on blindfolds...if they have enough advance warning, they can even take Blind Fight as a feat! But though the amount of preparation should certainly affect the save chance somehow, it should never change the actual attack form or its results. Other alternatives to outright save-or-die: One I've used now and then in the past is [B]save-or-teleport[/B]...sometimes to a very long way away, other times to an inaccessible and-or dangerous point within the same adventure complex. If the party has no long-range communication e.g. telepathy, be warned this *can* be a major headache for all involved. And there's the old standby [B]save-or-turn[/B] dominate-type effects. The advantage here is the victim still gets to play...except you're now playing against your party rather than with them. :) Lanefan [/QUOTE]
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