I'm all too aware that Pcs can use save or dies - they used one in the second round of combat and killed the BBEG.DM-Rocco said:You know that not only can the bad guys use save or die effects but the good guys can too.
I'm all too aware that Pcs can use save or dies - they used one in the second round of combat and killed the BBEG.DM-Rocco said:You know that not only can the bad guys use save or die effects but the good guys can too.
Mel didn't save or die - his HP were wittled down. (Or Coup de graced, one).DM-Rocco said:Other than Mel in Braveheart, (save versus your inerds or die) you are not going to find a main character who dies. By their death they become cohorts.
I really feel that is a bad example on your part.
Nifft said:In my secret theoretical variant, the warning is ability damage. So a bodak might have a gaze attack that inflicts 2 points of Con damage each round (Fort negates).
Ability damage from a gaze attack is the sort of thing that would make my players go "OH SHI--", but would give even the weakest at least a round or two of warning.
Better yet, they play nice with other monsters. A mixed group of bodaks & ghasts is now a terrible threat, because you will want to get through the ghasts to kill the bodaks fast -- and yet the bodaks are reducing your Fort saves and reducing your HP, while the ghasts are sickening you and threatening paralysis in addition to reducing your HP through good old melee attacks.
Cheers, -- N
Reynard said:what would the reason for their exclusion be?
ehren37 said:Or it could be "save or dying". You fail a save, you're reduced to zero HP or incapacitated. You fail again the next round, you advance down the condition track. Sort of like how the drowned works.
Majoru Oakheart said:True, but if things are balanced correctly, there shouldn't be an attack that does so much damage that you die with no chance of survival. I think that is just as big a problem as save or die effects.
Henry said:having that option removed entirely is something I'm not happy with as editions of D&D go on.
ehren37 said:Rick James is a lich?
GoodKingJayIII said:"I'm Rick James, lich!"
Sorry, I couldn't help myself.
Back to the topic on hand: I do think it'd be pretty easy to implement save-or-die effects into the game. It'd probably go something like this:
1) pick the spells you want to be save-or-die
2) remove their hp damage
3) Wizard makes an attack roll against AC/Reflex/Fort/Will defense (whichever is appropriate). If it beats the defense the character dies, if it doesn't he character lives
4) tweak as necessary
or, if you'd prefer your players still have the option to save themselves by rolling, it will probably look something like:
1) take the appropriate defense score
2) roll a d20 + defense modifer - 10 vs. the spellcaster's attack roll
3) tweak as necessary
The tweaking part is what I think would really take some game testing. For instance, if your high-powered lich has a high spell attack modifier compared to your PC's defenses, you may have to adjust his modifier for specific save-or-die spells in order to avoid killing off all your PCs.
Yes, but again that logic can be used to include everything you could possibly imagine, with notes included to use only what you want. Chain swords and light sabres? They're in the equipment chapter, just be sure to read the sidebar about the effect of allowing them in your game.Reynard said:The point -- at least that Henry and I and others are making -- is that the DM shouldn't be reinstituting it as a house rules or waiting a year for DMG II to be out if their, and their players', playstyle includes save or die effects. Just put them in and be sure to note via sidebar or whatever that SoD has X impact on the game and to use with caution.
In fact, there's lots of thing that could do with a little insightful sidebar that will help players and DMs make decisions about what to include or not.
Reynard said:The point -- at least that Henry and I and others are making -- is that the DM shouldn't be reinstituting it as a house rules or waiting a year for DMG II to be out if their, and their players', playstyle includes save or die effects.
Reynard said:Just put them in and be sure to note via sidebar or whatever that SoD has X impact on the game and to use with caution. In fact, there's lots of thing that could do with a little insightful sidebar that will help players and DMs make decisions about what to include or not.

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