Yes it is. That's the whole point of save-or-die. You save, or you die. One roll.Raven Crowking said:Because that one die roll in the SoD example is not the only roll that matters, assuming any kind of context at all.
Yes it is. That's the whole point of save-or-die. You save, or you die. One roll.Raven Crowking said:Because that one die roll in the SoD example is not the only roll that matters, assuming any kind of context at all.
Anthtriel said:I'm curious, what precisely is the flavor difference between "Save against Fortitude, DC 20, death on failure" and "100 negative damage, Fortitude Save DC 20 for half damage (or no damage, if you want)"?
In both cases, you have an ability that will kill the ordinary guy if it hits (the second one is even more deadly in practice!), but somehow allows heroic characters to survive, as long as they are though and/or lucky enough. As it should be.
If HP would directly represent wounds, then you would have a case. But since they represent the heroes' ability to escape serious harm, I don't see any difference whatsoever in flavor.
Making a save against a save-or-die doesn't net the character anything but the right to continue adventuring. And as for the frequency, change it to twenty, or whatever you like. It's still not how craps (or any gambling game that I'm aware of) is played.Geron Raveneye said:So an encounter with a (for example) bodak doesn't net the characters anything but the right to continue adventuring? And they occur every 10 (or whatever) encounters?
No, they don't. The players don't control the enemies they face or the abilities those enemies have. That's under the control of the DM, or if they're using a published adventure, the adventure writer.Geron Raveneye said:And the players have no opportunities to choose how much their characters risk every step of the way?
25 hit points is rather low for an 8th level wizard; with a 14 Con he could easily have around 40 or so with pretty average rolls. He could also have a +2 Con item for even more HP. But like I said, it's pretty telling that even in your very slanted example, a stone giant, which is built for high meele damage, only has a 4.75% chance of killing the wizard in one attack, compared to a 35% or higher chance for him to be killed with a save-or-die. (And it's also worth remembering that the giant has to get within ten feet of the wizard to have that chance, while save-or-dies generally work at range).Geron Raveneye said:Okay, where are they off?
Fine. Instead of "common," say "commonly encountered by high-level PCs." Doesn't change anything.Geron Raveneye said:Common? Nah. Prominent? Yeah. Except if the DM adapts the CR of his world to the group's advancing levels.
Mustrum_Ridcully said:Read http://www.enworld.org/showthread.php?p=3836361#post3836361 and decide for yourself.![]()
One of the things that's appealed to me about D+D even before I started playing it is that there's always the chance that the little guy *can* bring down the big guy, much like Merry brings down the Nazgul leader in the battle of Gondor.Anthtriel said:And it makes sure that the great, incredibly dangerous Death Spell of the God of Death doesn't get completely negated by a silly Death Ward casted by a random Level 7 Cleric. And at the same time, the greatest, toughest hero on earth, who wrestles with Balors for fun, the demigod of toughness, who shrugs of thousands of arrows, sword blows and meteor swarms with ease, doesn't get killed by a mere Slay Living casted by a random Level 9 Cleric.
In my experience there is a big difference between dying and dead. I GM a lot of Rolemaster, and while "dying" is a very common result in RM combat (due to its notorious crit charts), PC death is comparatively rare, because (under the RM rules) soul departure does not occur until several rounds after physical death, and there are various spells, many of which are reasonably low level, that can be cast during that window to prevent soul departure. The existence of those spells, plus the reasonably widespread availability (under the RM rules) of self-healing abilities, means that "dying" results introduce a lot of tension and thrill into the game (and don't even necessarily take the player out of it, if s/he is able to make decisions and rolls pertaining to self-healing).Geron Raveneye said:Also note that those 4.8/4.5% are for critting, which in this case are a complete overkill. It's enough to have a 90% chance to send that wizard to a dying state. Sure, is not the same as dead, mechanically, and a dying character certainly creates his own tension among the group as well. But it shows that there's enough stuff that can take out a character of a fight at best, of a game at worst. Taking out one flavour is not really that necessary in my opinion.
And there is still no difference, because, as is, the most common death effects all do negative damage when the target makes the save, so the association with negative damage is there anyway.Geron Raveneye said:That's mainly because I prefer to see HP as they are described in most editions of D&D I know, namely as the ability to withstand physical damage of one sort or another, and are mostly associated with getting hit with a weapon or a spell that causes physical damage. As such, I have no problem with them not helping with poison or other such effects at all.
Flavour reasons simply mean that you can have rumors of monsters that kill with a single glance that way instead of having monsters that rip apart/cut to pieces/explode with a single glance. Mind you, I don't mind THOSE varieties either, all very flavourful...but all different.
Sure, as long as it is pretty low. You wouldn't accept it if your Level 30 Fighter would have a 5% chance of dying whenever he gets hit by a sword (even though it is pretty realistic), so why would you want to have a 5% chance of dying whenever something casts a Level 5 spell on you?One of the things that's appealed to me about D+D even before I started playing it is that there's always the chance that the little guy *can* bring down the big guy, much like Merry brings down the Nazgul leader in the battle of Gondor.
While such things obviously shouldn't become the norm, removing the chance for them to happen *at all* is a terrible idea.
Side question: can someone please explain to me the term "negative damage"? Is there such a thing as positive damage...or is that the new term for being cured?Anthtriel said:And there is still no difference, because, as is, the most common death effects all do negative damage when the target makes the save, so the association with negative damage is there anyway.
All this tells me is that a d20 isn't granular enough for saves like this. The streamliners won't like this, but maybe a secondary save is needed when a natural '1' on the primary save would still make the save by a set amount (10?) if the auto-fail rule wasn't there...That random Level 9 Cleric should have a chance to kill you with Death Spells, he only should have to casts multiple of those, so that your chance to die is not 5% (or higher, if he can cast more than more before you kill him), but more like the chance a Level 9 Fighter has of killing you.
As is, a group of ten Level 9 Casters with Death Effects will often bring down a Level 10^10^10^10 Character, which is completely and entirely stupid, and not like the rest of the system works at all.
Well, If I remember correctly, I was a bit more active in that thread than you, which probably gave me a -4 circumstance penalty or so. But even then, you're Will Save is probably higher.shilsen said:![]()
I see my Will Save is higher than yours, since I considered making precisely that post but resisted.
I think the correct term they mean is "Negative Energy Damage". (And Positive Energy Damage would be the opposite, and not per default be curing.)Side question: can someone please explain to me the term "negative damage"? Is there such a thing as positive damage...or is that the new term for being cured
Grog said:Making a save against a save-or-die doesn't net the character anything but the right to continue adventuring. And as for the frequency, change it to twenty, or whatever you like. It's still not how craps (or any gambling game that I'm aware of) is played.
No, they don't. The players don't control the enemies they face or the abilities those enemies have. That's under the control of the DM, or if they're using a published adventure, the adventure writer.
25 hit points is rather low for an 8th level wizard; with a 14 Con he could easily have around 40 or so with pretty average rolls. He could also have a +2 Con item for even more HP. But like I said, it's pretty telling that even in your very slanted example, a stone giant, which is built for high meele damage, only has a 4.75% chance of killing the wizard in one attack, compared to a 35% or higher chance for him to be killed with a save-or-die. (And it's also worth remembering that the giant has to get within ten feet of the wizard to have that chance, while save-or-dies generally work at range).
Fine. Instead of "common," say "commonly encountered by high-level PCs." Doesn't change anything.