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Is 4th edition getting soft? - edited for friendly content :)
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<blockquote data-quote="DM-Rocco" data-source="post: 3838874" data-attributes="member: 14451"><p>Using a SoD effect should not be a common every battle thing and it should not be a Bodak locked in a closet type thing. It should be used for dramatic effect and also to illustrate the power that some people have. It should not be used only for story and it should not be used in every encounter. It should drive the story and be used sparingly. It should be used both when the players are expecting it but also as a surprise element when they are not.</p><p></p><p>Basically it is a judgement call on the part of the DM. I mostly use it to illustrate the power that some people have over lifeor death and yes, at higher levels (14 of higher) there are more surprise uses of SoD effects than at lower levels. At lower levels, if I use a SoD effect it is one of the friendlier ones like Phantasmal Killer that has more than one chance for the PC to survive. At mid levels I might use a cloud kill or circle of death. Most of the PCs will not have to make the SoD roll but instead take other damage. One or more might not have enough HD to avoid such a roll and if they don't have protection they will have to make the SoD saving throw. For encounters like this I don't usually give them a lot of warning unless the whole party would have to make a SoD roll. Then I might give a bit more in the clues area and less of the, "Surprise, the boss is a necromancer," type of thing. At higher levels, say somewhere around 12 or higher, the party should have high saving throws and protections. Not all will and not all care. It is like fortified armor, I love to make myself immune to crits by getting 100% fortification on my armor but not everyone does. By now the PCs know that if they face a caster there is a good chance that a SoD spell is coming. They will either have to kill the caster quickly or have protection. I still don't just throw them out randomly or all the time, but during an adventure or module it would be likely that they would encounter at least one person who will throw out one, maybe two SoD effects. If they have no effect, the caster would either dispell the protections and try again, giving the PCs two rounds to kill the caster, or just try more effective spells like force cage, imprisonment, maze or the like. </p><p></p><p>SoD effects and spells, like everything in the game, are a judgement call. Depending on the level of the PCs the way you handle then varies. If you want a clearer answer, make up four characters with gear at level 4, 8, 12, 16 and 20. Place then in a senerio with a creature or spellcaster that can use a SoD effect or spell. Ask yourself how many people are going to be effected and of those, what are the odds that they can survive? If you give me exact details of the party and monster or spells being used I would be glad to offer you advice on how to make good use of a SoD effect or spell in the game.</p></blockquote><p></p>
[QUOTE="DM-Rocco, post: 3838874, member: 14451"] Using a SoD effect should not be a common every battle thing and it should not be a Bodak locked in a closet type thing. It should be used for dramatic effect and also to illustrate the power that some people have. It should not be used only for story and it should not be used in every encounter. It should drive the story and be used sparingly. It should be used both when the players are expecting it but also as a surprise element when they are not. Basically it is a judgement call on the part of the DM. I mostly use it to illustrate the power that some people have over lifeor death and yes, at higher levels (14 of higher) there are more surprise uses of SoD effects than at lower levels. At lower levels, if I use a SoD effect it is one of the friendlier ones like Phantasmal Killer that has more than one chance for the PC to survive. At mid levels I might use a cloud kill or circle of death. Most of the PCs will not have to make the SoD roll but instead take other damage. One or more might not have enough HD to avoid such a roll and if they don't have protection they will have to make the SoD saving throw. For encounters like this I don't usually give them a lot of warning unless the whole party would have to make a SoD roll. Then I might give a bit more in the clues area and less of the, "Surprise, the boss is a necromancer," type of thing. At higher levels, say somewhere around 12 or higher, the party should have high saving throws and protections. Not all will and not all care. It is like fortified armor, I love to make myself immune to crits by getting 100% fortification on my armor but not everyone does. By now the PCs know that if they face a caster there is a good chance that a SoD spell is coming. They will either have to kill the caster quickly or have protection. I still don't just throw them out randomly or all the time, but during an adventure or module it would be likely that they would encounter at least one person who will throw out one, maybe two SoD effects. If they have no effect, the caster would either dispell the protections and try again, giving the PCs two rounds to kill the caster, or just try more effective spells like force cage, imprisonment, maze or the like. SoD effects and spells, like everything in the game, are a judgement call. Depending on the level of the PCs the way you handle then varies. If you want a clearer answer, make up four characters with gear at level 4, 8, 12, 16 and 20. Place then in a senerio with a creature or spellcaster that can use a SoD effect or spell. Ask yourself how many people are going to be effected and of those, what are the odds that they can survive? If you give me exact details of the party and monster or spells being used I would be glad to offer you advice on how to make good use of a SoD effect or spell in the game. [/QUOTE]
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