Ogrork the Mighty said:
Sounds like inappropriate metagaming to me.
If a target goes down from a save or die effect, the caster should assume the target's dead and move on to the next target. If it ends up being a TPK, then the bad guy finds out there's still some people left alive (albeit unconscious) and can finish them off.
Most casters probably have at least some clue how their spells work. Cheesy or not, they'd be idiots to
not take down a vulnerable target, if they have a minion capable of doing that.
Using something like magic missile to finish off someone already in the negatives is, IMHO, super-cheesy and defeats the whole point behind modifying the way save-or-die spells work in the first place. If you believe the save-or-die system needs fluffing then you shouldn't be undermining that fluffing with cheesy coup-de-graces...
It is exactly why that modification of save-or-die spells doesn't work. They're really still pretty much save-or-die effects. I don't have a problem with using severely debilitating effects and then having a weak minion act as the executioner, but it is important to acknowledge that they are still really save or die effects.
The proposed system very elegantly avoids this problem. Kudos.
One comment: I'd have the miscellaneous effect on a failed save occur on a successful save, too. Otherwise, it is conceivably better for a target to fail the save if they have a nearby ally to alleviate to alleviate the effect rather than take the extra damage/slow effect/whatever.
In essence, I'd change "1) Relatively minor effect if the target resists" to "1) Relatively minor effect no matter what."
I'm not sure if this would hold for some SoD-ish effects, such as Hold Person (the 3.5 solution is really terrible, IMO. It actively encourages Coup de Gracing ASAP). For these, however, damage (or dex damage, or negative levels, or some other abstraction) work fine.
I see two flaws:
- Coup de Graces: Its still pretty easy to pull the typical debilitator-executioner combo. I have nothing against that combo, but it only takes one unlucky roll: caster delays until right before tank acts. Caster casts SoD. Tank Coup de Graces. Maybe they could just make Coup de Graces themselves harder.
- You still may be able to take someone out of the battle with one action. It's harder, but still there. I'm not too concerned with this one, though.
I like both this and variations on the point system (SoD's just cause Con/Dex/negative energy damage). This preserves both tactics and flavour, but with a few of the flaws. The point systems really only preserve the flavour, although they also have their own tactical uses.