Mishihari Lord
First Post
The inclusion of save or die effects in a game with hp has always seemed wonky to me. If hp represent an abstract ability to avoid being hurt, why would that not apply to petrification, poison, polymorph, etc etc?
The way I would prefer to see such effects is that polymorph, for example, does X damage. If the target is reduced to less than 0, rather than becoming dead he becomes subject to whatever shape the attacker is trying to force on him.
Here's a way to apply this to an assassination ability: Say the assassin normally does X damage with an attack. The assassin uses his assassination ability and the target misses his save. If 4 * X damage would bring the target below 0 then the target is instantly dead. If 4 * X damage would not bring the target below 0 then there is no effect.
(The above was off the top of my head - it's not perfect, but I think it could be the start of something I'd be willing to use in-game)
The way I would prefer to see such effects is that polymorph, for example, does X damage. If the target is reduced to less than 0, rather than becoming dead he becomes subject to whatever shape the attacker is trying to force on him.
Here's a way to apply this to an assassination ability: Say the assassin normally does X damage with an attack. The assassin uses his assassination ability and the target misses his save. If 4 * X damage would bring the target below 0 then the target is instantly dead. If 4 * X damage would not bring the target below 0 then there is no effect.
(The above was off the top of my head - it's not perfect, but I think it could be the start of something I'd be willing to use in-game)