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*Pathfinder & Starfinder
Death Effects
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<blockquote data-quote="Unwise" data-source="post: 5883875" data-attributes="member: 98008"><p>The save vs death effects are a bit of a let down for me. The main problem is that there is not necessarily anything the PCs can do to aid the victim. Personally I take "second failed save" to mean the next save at the end of the turn, not a save that was granted to you. Otherwise abilities that are designed to help your friend can actually kill them. Do most people play it that way?</p><p></p><p>On a side note, the monsters that PCs seem to fear the most for me are ones that can swallow the PCs. Anything that breaks line of effect to the healer is pretty great at getting kills. Animals that are happy to just leave once they have swallowed someone are particularly terrifying. </p><p></p><p>Trying to stop a giant frog getting back to the swamp with the victim still in its mouth is very stress inducing to the PCs. A dragon that just swallows, or even grabs, then flys away is terrifying too. The last scary animals I used were a pair of crocidiles that emerged from a swamp, attacked (Grab+Prone) then just proceeded to drag the victim back into deep water. Once beneath the surface, the party could not even see them without diving down themselves.</p><p></p><p>A personal favourite is the Nedrazuul (sp?) demons that grab you then teleport you 10 squares away. Set up properly they can be used to abduct PCs in very interesting ways. For instance, grab the PC, then disappear out an arrow slit to the ground outside the tower. If the other PCs don't have a teleport then they will spend a very long time getting to there to help. Another funny move is when they work in tandem, one teleports them back to an intersection, then another teleports them from there down a corridor. Breaking line of sight/effect to the rest of the party and putting them 20 squares away.</p></blockquote><p></p>
[QUOTE="Unwise, post: 5883875, member: 98008"] The save vs death effects are a bit of a let down for me. The main problem is that there is not necessarily anything the PCs can do to aid the victim. Personally I take "second failed save" to mean the next save at the end of the turn, not a save that was granted to you. Otherwise abilities that are designed to help your friend can actually kill them. Do most people play it that way? On a side note, the monsters that PCs seem to fear the most for me are ones that can swallow the PCs. Anything that breaks line of effect to the healer is pretty great at getting kills. Animals that are happy to just leave once they have swallowed someone are particularly terrifying. Trying to stop a giant frog getting back to the swamp with the victim still in its mouth is very stress inducing to the PCs. A dragon that just swallows, or even grabs, then flys away is terrifying too. The last scary animals I used were a pair of crocidiles that emerged from a swamp, attacked (Grab+Prone) then just proceeded to drag the victim back into deep water. Once beneath the surface, the party could not even see them without diving down themselves. A personal favourite is the Nedrazuul (sp?) demons that grab you then teleport you 10 squares away. Set up properly they can be used to abduct PCs in very interesting ways. For instance, grab the PC, then disappear out an arrow slit to the ground outside the tower. If the other PCs don't have a teleport then they will spend a very long time getting to there to help. Another funny move is when they work in tandem, one teleports them back to an intersection, then another teleports them from there down a corridor. Breaking line of sight/effect to the rest of the party and putting them 20 squares away. [/QUOTE]
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