Insta-Kill Spell Alternatives?

Ogrork the Mighty said:
Not really. PCs usually heal up between encounters so the risk of one damage spell taking them out on Round 1 isn't that great. The same can't be said about the insta-kill spells...
You took my quote out of context. Here's the full quote you should have used:
Wasteland Knight said:
Yes, but can't direct damage spells be just that, save or die effects? Consider this, a Maximized Fireball explodes in the midst of a group of adventurers. A failed Reflex save for the Barbarian means he's pretty burned, but still on his feat. A failed Reflex save for the Wizard means he's knocked below -10 and instantly killed. So in this case, a direct damage spell has just become an instant-kill.
If you had included the rest of the quote, it would be obvious I wasn't talking about PC's being whittled down in hit points, but rather being hit by so much damage that if they fail the save for a partial effect, even if they are at full hit points, they are knocked below -10 and instantly killed.
 

log in or register to remove this ad

Wasteland Knight said:
Yes, but can't direct damage spells be just that, save or die effects? Consider this, a Maximized Fireball explodes in the midst of a group of adventurers. A failed Reflex save for the Barbarian means he's pretty burned, but still on his feat. A failed Reflex save for the Wizard means he's knocked below -10 and instantly killed. So in this case, a direct damage spell has just become an instant-kill.

Slightly off-topic, but one of the house rules I use in my campaigns is that no PC can be slain outright by damage. Any PC who has 1 hit point or more can be reduced to a minumum of -1 by any damaging attack.

Any attack that bypasses hit points (coup de grace, insta-kill spells, whatever) is unaffected by this ruling. Likewise, a character at 0 or fewer hit points gains no protection. Finally, this applies only to PCs - cohorts, animal companions, familiars and important NPCs don't get the same protections (so, be careful using power attack on the NPC you want to interrogate!).

This has had the effect of vastly reducing character fatalities, especially at low levels. It also removes the problem with the Maximised Fireball given above (but also Harm, of course). But, it's definately a mixed blessing - it does make players somewhat scornful of wading into melee.
 

Wasteland Knight said:
You took my quote out of context.

I see a heck of a lot more disintegrates and slay livings then I do maximized fireballs...

Besides which, if taking 60 points of damage at those levels is gunna take you out, then you've got other problems. Not the least of which is fire resistance.

Anyways, back to the topic of this thread...
 

diaglo said:
i prefer 0 hp = dead.

but i'm a softie so i let the -10 option into the campaign. :o


That is kind, given the possiblility of starting with 1 hp. :eek:

Back in the day, I had several pcs like that... and I can't recall any of 'em making 2nd level... :confused: :]
 

The best alternative I have seen to instant death magic is heavy ability damage.

For instance, maybe flesh to stone deals 1d8 dex damage per round until the character is petrified at 0. Or maybe slay living deals 3d6 con damage, destruction 5d6 con, etc.
 

My favorite was that if you fail your save vs. an insta-kill spell, you're reduced to negative (how much you've failed your save by), and are dying.

The only problem spell is Petrification...

AR
 


Remove ads

Top