It won't be hard to put insta kill back into the game, will it?

Aloïsius said:
saves are passive, so, we can imagine that scoring a crit with a disintegrate or slay living maybe a "insta-kill".



Now that would be nice and ugly, and they have definitely said crits apply to spells, so that would explain why they got rid of insta kills, since crits will fill that challenge.

Cool.
 

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Gort said:
I roll a dice, and declare someone's character dead?

Man, that'd make my players riot.


Not much different than killing them with sword crits. I wonder if they are going to change spell damage to have it be in line with what fighters can do with their swords? Hmmm. I would say very likely.
 

I've never had a problem with "insta-kill" stuff.

It's so common to bring a PC back, that I really don't see an issue.
 


Treebore said:
Now that would be nice and ugly, and they have definitely said crits apply to spells, so that would explain why they got rid of insta kills, since crits will fill that challenge.

Cool.


Agreed. I'd like this too...hearkens back to Rolemaster in a way (crit'ing with spells)
 

should be easy

Hi,
I don't see much issue with adding in some spells or items that are "save or die". I would probably advise to wait till the players (if they are experienced with earlier editions) are in synch with the DM rolling spell attacks rather than players rolling saves.

Treebore, you are right that it is not much different than weapon crits, but there will certainly be a period of adjustment. Especially if you have players that have played before AND are the type to only halfway read the book then think they know all the rules.

OH, and add in "in my opinion" and "from what I can gather" to all of the above please

RK
 

Given that there'll probably be monsters with insta-kill effects (Basilisk/Medusa, etc), I'm sure there will be some few like Slay Living or Power Word Kill.

DaveMage said:
I've never had a problem with "insta-kill" stuff.

It's so common to bring a PC back, that I really don't see an issue.
At least in my games, coming back from the dead is a Big Event.

I imagine, now that I'm seeing Shadowfell, that if you want to come back from the dead, your friends gotta go into Shadowfell and bring you back.
 

Mourn said:
Well, it might not be as common anymore, so that could explain the higher survivability of characters. One of the things that's always bugged me and my group is the revolving-door afterlife granted by easy access to resurrection.

http://www.giantitp.com/comics/oots0487.html

I wonder why so many people refer to ressurection and raise dead being easy to access?

Plus, so what? Do you want a way to keep the campaign going, or would you rather your game stalling out because too many PC's have died?

Characters get raised from the dead when I am willing to let them. Which is pretty much however often is necessary. Only once did I ever ban a players character form being raised because of abusing Raise Dead, ressurection.

Now, I have gone back to something from 1E. They are limited to being raised from the dead a number of times equal to 1/2 their original CON score.

Still, since that one player, I think the max number of times a single character has been raised from the dead is 4.

Besides, raising from the dead is as realistic as this "new guy" conveniently showing up all the time.
 

I think many here have covered the basics.

Saying "no insta kill spells" is sorta silly if you can "insta kill" with a sword crit.

What it seems to be leaning towards is you can't "insta kill" or crit someone in the first round anymore due to the condition track thingamagigee and all the air bags, anti lock breaks and safety features. (Read as action points, "fate" points, "hero" points and not having to roll saves) and other junk that lets you avoid a deadly action against your character and by some virtue an NPC.

In other words the Dev's would seem to want to give the BBG just as much chance of surviving the first round off a miffed Initiative roll as the PCs have on every single round. Or... the dev's never thought of that and all this added hoo haa is what we call in art class "A happy accident".

More or less they want every combat to last longer than 1 round, and if we use the "Delve or "Devel" if you prefer" format and all the stuff these same developers have been hinting at for the last several years...no longer than 6. 1-3 rounds of paring down the condition of a foe, and "insta kill" once the condition reaches the bottom rung. By the 6th round the battle is over, everyone grabs a "power up" orb or token that sprouts from the corpses of the enemies and its quickly on to the next encounter that is sliding scaled for characters of 1-10, 11-20 or 21-30.

Of course we will have to have a long look at the rules when they come out to know if you could for example write a spell that automatically drops characters to the bottom of the condition track or not... or put some "oldschool" on classic spells to avoid the condition track alltogether.

Either way im startin to get a very strong "New Coke" vs. "Coke Classic" vibe here.

Since a MM2, DMG2, and PHB2 are already slated for release in 09... 08's "new coke" may very well turn out to be "09's Coke Classic."

Case
 

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