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Balancing Save-or-Die
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<blockquote data-quote="DogBackward" data-source="post: 5829848" data-attributes="member: 50642"><p>I think an X/Day ability would work fine. Something like:</p><p></p><p></p><p></p><p>(You can then give Assassins special features that allow them to better fight against targets that are Marked for Death. Or some that increase the "damage" roll and the like.)</p><p></p><p>This really has that "All or Nothing" vibe, and you can easily protect Solos from this. I'm of the opinion that this should be the base mechanic for any "save or die" mechanic. Then, you can have whatever DnDN's version of Solo monsters will be, and give them a Death Resist number. That is, +X "Phantom HP" that only counts in calculations for death effects. For example, give Elites Death Resist +20, and give Solos Death Resist +50. Grant +10 additional Death Resist per size category above medium. You could give all PC's a certain amount of Death Resist as well, and have certain classes increase that. Fighters gain an additional Death Resist 10, +1 per level, for example, while Barbarians gain +50 Death Resist while raging.</p><p></p><p>However, while this keeps an Assassin from one-shotting the boss at the start of the encounter, it doesn't prevent them from <em>finishing</em> the boss once it's been weakened. I think that's an important thing to have.</p><p></p><p>(For the record: the "no damage if it doesn't kill" is, of course, an abstraction. It takes a lot of concentration and skill to strike at the jugular, and if you don't get it just right, your foe will just duck away completely or throw you aside.)</p></blockquote><p></p>
[QUOTE="DogBackward, post: 5829848, member: 50642"] I think an X/Day ability would work fine. Something like: (You can then give Assassins special features that allow them to better fight against targets that are Marked for Death. Or some that increase the "damage" roll and the like.) This really has that "All or Nothing" vibe, and you can easily protect Solos from this. I'm of the opinion that this should be the base mechanic for any "save or die" mechanic. Then, you can have whatever DnDN's version of Solo monsters will be, and give them a Death Resist number. That is, +X "Phantom HP" that only counts in calculations for death effects. For example, give Elites Death Resist +20, and give Solos Death Resist +50. Grant +10 additional Death Resist per size category above medium. You could give all PC's a certain amount of Death Resist as well, and have certain classes increase that. Fighters gain an additional Death Resist 10, +1 per level, for example, while Barbarians gain +50 Death Resist while raging. However, while this keeps an Assassin from one-shotting the boss at the start of the encounter, it doesn't prevent them from [i]finishing[/i] the boss once it's been weakened. I think that's an important thing to have. (For the record: the "no damage if it doesn't kill" is, of course, an abstraction. It takes a lot of concentration and skill to strike at the jugular, and if you don't get it just right, your foe will just duck away completely or throw you aside.) [/QUOTE]
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