Berandor said:I always (90% of the time – it's a campaign running gag) make the Reflex save for my monsters, even when they're giants or some such. So... are the Reflex saves on most monsters too high?
Ridley's Cohort said:A well-placed Fireball is still an attractive tactical choice...
lukelightning said:Generally I've found fireball is only useful for killing things that are so weak they'd die even if they made their save. Once you reach a certain level monsters have so many hit points it's just a drop in the bucket; your good buddy the fighter can do more damage than your fireball.
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lukelightning said:Generally I've found fireball is only useful for killing things that are so weak they'd die even if they made their save. Once you reach a certain level monsters have so many hit points it's just a drop in the bucket; your good buddy the fighter can do more damage than your fireball.
ruleslawyer said:What about weakening tactics, anyway? Granted, I have little experience with using Fort negates spells on monsters (most such spells are harmful necromancy spells, which are a no-no for good-aligned characters IMC), but I have used such spells against PCs. IIRC, enervation goes a long way toward lowering saves, and energy drain even more so. Bestow curse hits the subject with a -4, and it's a Will negates spell. Or is most folks' experience that such tactics are a waste of time/generally unsuccessful?
If someone just wants to point at any given creature and say "die", and expects there be a good chance of it just keeling over stone dead....well, that guy shouldn't blame the system when that doesn't work. That's not Fort saves being too high, that's expectations being too high.Felon said:I"m not real crazy about seeing "save-or-die" being mitigated with "save-and-be-debuffed" effects. Hear my thinking on the matter.
The principal reason it's accepted that a save-or-die spell should be pretty worthless is their potential to short-change a cool encounter with the casting of a single spell in the first round of combat. Here's how I see save-or-dies being used in a manner that most would find acceptable:
1) To eliminate a mook--a monster that doesn't pose a major threat to the party individually, so it's probably part of a pack attack. Not a boss. Of course, at higher levels, even a mook can have too many hit points to be dropped by a charging fighter, so a save-or-die can come in handy.
2) To take down any monster, even a boss, after a few rounds of combat. No DM wants a potentially cool encounter to end unceremoniously, but they don't want them to drag on forever and they often don't really want the party to lose. A well-timed SoD can win the day.
So, here are some options for adjusting save-or-die effects in future books:
- Doesn't affect creatures beyond a certain number of hit dice--This makes an effective mook-killer, but bosses will usually have enough hit dice to put them out of danger of being one-shotted, and hit dice isn't something that can be reduced on the spot. I suspect many wouldn't even mind a no-save effect if it was restricted to killing minions.
- Hurst first, kills later. The spell's immediate effect is to do some no-save damage or imposes some other effect (like slowing), and forces a save on a subsequent round to avoid death. This is a lousy mook-killer, but can nail tough monsters.
- Only kills weak or hurt monsters. Power word kill already works this way, and it could work for other spells as well. The target has to be softened up first, which means the spell is reserved a sort of coup de grace.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.