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

Outcome 1: He kills the target. At that point it doesn't matter how much work the rest of the party put into weakening the monster, it just dies. It's the "wizard doesn't need the party" option.

Outcome 2: He doesn't kill the target. Now it matters how much work other PCs invested, but on the other hand the wizard did pretty much nothing (some instakills deal damage on successful save so it's not that bad). It's the "party doesn't need the wizard" option.

Both outcomes are undesirable in the game of D&D (unless there is only one player and one DM, which D&D isn't designed for). It's better from the party POV for the wizard to deal some damage instead of die/nothing and be a team player like everyone else.
I think it is interesting that the wizards role is considered "Controller", not "Striker". So, the goal is not to take out a single target (or even multiple!), but to control the battlefield.

Controlling the battlefield indicates to me that you impose some restrictions on the NPCs - like forcing them to move along a specific path, attacking only a limited amount of targets, and possible causing penalties to attack and defenses. This doesn't help the "damage dealers" directly in so far as it doesn't "stack up" their damage directly. But it reduces the amount of damage taken and increases the damage dealt. I think that's definitely a better design than save or die effects.

But for your stated reasons, I think spells that only work if the target has reached a specific condition (hitpoints lost/remaining or even something on a condition track) that can be inflicted by the other characters is a better mechanic can pure "save or die".
 

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I disagree with the premise that instakills have no place in the game, and that the wizard character is reduced to either ignoring the party, or being ignored by the party.

IMX, it just isn't so. The party appreciates the effort made by the wizard, regardless. They are aware, that he just blew a mighty spell, in order to try and sway the battle in their favour, regardless of its actual outcome.

Firstly, the wizard today still has other options at his command, including battlefield control, or blasting. Akin to PA-ATT, its a player choice.
Secondly, the reliance on a sole "combatant-of-worth" are what can make instakills somewhat anticlimatic.
Thirdly, even without "instakills", there remain other spells which, in the right circumstances, guarantee a "win-this-encounter" sticker. Are we removing all these?
 

green slime said:
I disagree with the premise that instakills have no place in the game, and that the wizard character is reduced to either ignoring the party, or being ignored by the party.

IMX, it just isn't so. The party appreciates the effort made by the wizard, regardless. They are aware, that he just blew a mighty spell, in order to try and sway the battle in their favour, regardless of its actual outcome.

Firstly, the wizard today still has other options at his command, including battlefield control, or blasting. Akin to PA-ATT, its a player choice.
Secondly, the reliance on a sole "combatant-of-worth" are what can make instakills somewhat anticlimatic.
Thirdly, even without "instakills", there remain other spells which, in the right circumstances, guarantee a "win-this-encounter" sticker. Are we removing all these?

I agree. The argument only holds up if you look at it in only one encounter. Over the course of an adventure and campaign the need for the party is obvious to those who pay attention to such things.

Focusing on just one encounter is too limited to show the over all picture of party reliance on one another.

A mage always needs a party. A party always likes to have a mage. But I have run plenty of groups with no mage.
 

I guess I just haven't seen a single argument that can convince me that "Save or Die" effects are bad.

Punitive to players who make a bad die roll? Yeah... sometimes you get killed because of a "good" die roll on the part of monster, NPC or charmed PC too. Thats the breaks. Expend some loot and get raised/ressurrected just like every other character who had a bad break since the 1970's. Anyone remember having 78 hp and dying from the 2nd dragon breath for 88 hp even tho you made your saves against both breaths? Again, thats the breaks.

Sometimes the PCs wipe the floor with the BBG. The BBG gets caught monologing and falls victim to a bad initiative roll and wap. Dead before he even finishes his "reason for being". Oh well. It works both ways. Does it make the game such? I guess that depends on who is running your game folks, not on the "rules" having had it wrong for so many years. Considering we are talking about the most popular RPG of all time thats a lot of years of horrible games where NOBODY had a good time thanks to Save or Die, Poison, being turned to stone, or polymorphed into a bullywug.

Why does the game suddenly HAVE to revolve around making sure nobody dies except the "enemy"?

Does a game where your characters aren't ever really threatened and can't be killed instantly with magic, a critical hit or some other gaff make it a bad game?

If dying suddenly makes for a bad game, I feel bad for all the people who've enjoyed playing Call of Cthulhu for all these years. Evidently CoC is a horrible game too.

If dying suddenly is so wrong for the game why do so many people clamor for a decent "called shot rule" every edition? They want the called shot for their characters no doubt but not for the DM.

Wizard doesn't need the party option? What? If the wizard wipes the floor of an opponent that could have killed EVERYONE with a single spell... go wizard! Everyone gets a share of the xps anyhow.

I'm with aloisious. I've seen raged dwarf barbarians top out with 300+ HP while raged and con'ed up that can ONLY be taken down with insta kill type attacks from critters Well beyond their supposed challenge rating. There is nothing wrong with them having 300 hp "by the rules" so why is there something wrong with them having to make a save vs. an effect that can actually drop them out of the fight every so often?

People bring up good points here. If there is no save or die, then where goes sleep? Where goes charm? Where goes paralysis or domination? All of those are certainly part of the game I play. Evidently they are not part of the game everyone else is playing.

Oh well. Too early to know just yet what these rules will look like other than these blogs and webcasts everyone is freaking out about (i guess including me). To be honest I would almost prefer NOT knowing any of these "hints and previews" until the rules are actually DONE and printed. All this speculation is giving me gas.

Case
 

The more I think about it they aren't removing "save or die", they are just changing the manner in how they are encountered, IE via spell crits. Like a poster said earlier, 4E will likely have spellcasters outright killing opponents more often, depending on how often and when they roll a critical effect.

So lethality in 4E will likely be higher, since DM's can't control how often, or how serious, the to hit rolls are crits, or how high the damage rolled for the spell will be.

So I may like 4E even more in this regard.

It will definitely be a house rule I'll be looking at stealing for my C&C games.
 

I am not sure how closely 4E combat will resemble Star Wars Saga, but a few insights form having run a a handful of sessions of Saga, based on some comments here.

1) Save or die is bad because it bypasses the hit point system.

Ok, but so does the condition track. You can have plenty of hp left but knocked down to the dying condition on the condition track. The whole system of a condition track bypasses the hp system, so if it is a valid reason (i.e. the hit point system should be sacrosanct for determining if a character is damaged or dies) for not using save vs. die, it should also preclude using any kind of subsystem that bypases it such as a condition track.

2) In Saga combat, characters are going to take a whole heck of a lot more hp damage in a combat. Even with characters starting with 3 x HD worth of hit points, I had characters dipping into negative hp every combat, even against mooks.


As an observation, abilitis need to be balanced per encoutner with a system like Star Wars Saga combat. Characters who do not go all out in the encounter may not make it through it. If they hold back something in reserve because it might be needed later, they may well not make it to later. Characters taking hp damage pretty quickly, and even mooks with something like Coordinated attack like the stormtroopers get, can do some severe damage to party members, or large chunks of th party firing on an area rather than an individual. Hits the exceed the damage threshhold slide people down the condition track making them easier ot hit late rint he combat, and the lethality potential begins to spiral upwards fast. Force points, destiny points, etc. all got used up pretty fast to help characters survive encounters, let alone win.

Granted, we have not seen how 1stlevel hit points will scale against weapon damage in 4E combat, and w edo not know if the condition track and damage threshholds are part of the combat system. Still I have found Saga combat far deadlier and more lethal to PC's than traditional 3.x combat ever was. Add in expanded crits form spells and such, and I am not sure you will need Save or die effects tomake things deadly. I see a lot of PCs dying form dice rolls, those generated in combat rather than saving throws.

3) And not to be flip, but if there are no longer any saving throws, but static defenses instead, can their really be a save or die effect? Saving throws are reactive to something bad happening to the character. It happens then the character reacts to see if it happens. With static defenses, the attacker has to roll againt the defense to see if it even happens. There is no save at all. Sith lord trying to mind control you, he roll an atttack against your will defense ad adds all his modifiers. If he beats your defense, you are mind controlled. I expect that is how things like domination will work too, so technically there is no save vs. condition or save vs. anyything, just if the attack is successful.

The effect is that the action becomes much mor eactive than reactive. The acter does the dice rolling, not the target.


2a) No character should die because of a bad die roll?

Going back to this for a second. Come on, really? In a game where every success or failure is based on dice rolls, bad things shouldn't happen on a dice roll?

Even if your argument is the story should be supreme, I can't see it. Well in a sense I agree, but a story needs dramatic tension to even be a story. Predestination is not a story. Creating a story where the PCs cannot lose is as much a railroad as taking the decisions out of their hand. No chance of failure and/or death means there is no consequences for the choices they make, and therefore not much of a story. There is no point in them making choices if the choices are meaningless.

Losing characters is not fun. So is going through something that has a predetermined outcome. If I already know what is going to happen, that my character will win no matter what I do, then how is it fun. I beat it, yay, so what, it was never in question.

If the character is afraid to die, it has a choice whether or not to put itself in a position where it can die. Taking on a powerful wizard means the character chose to put itself in a position where it is at risk of dying. Don;t want to take ont he wizard, make a choice ot overcome the obstacle another way. Enter the dungeon? You are choosing to put yourself at risk. Adventure is risk. Risk results in excitement. The outcome of the dice create tension n the game. Sometimes you do everythign righ tand still fail. Other times you get lucky even when you make an error in judgement. That is the essence of risk, and risk is at the heart of adventure. Since from my point of view, adventure is at the heart of D&D, risk should be at the heart of the game. Others may have a different view, but I find predicatable things boring. If I want predictable, I will watch primetime TV. Everything is nice, safe, and predictable there.


As for 4E as a whole, so far I like a lot of the stated goals of what the designers have put forwards, though for me it is going ot be a mtter of how it is executed. SinceI really won;t know how it is executed until I see the final version of the rules in print, I have ot reserve judgement until then. If the execution can achieve the stated goals of streamlined gameplay with a larger sweetspot and still retain options for players and the heart of D&D's adventure game soul, then I am ok woth changes to the details and latering sacred cows. However, if the execution falls short, no amount of sacred cows retained or slaughter will make it a game that will be fun for me to run and play. It's a matter of show me the execution baby! If it does, great. If it doesn;t oh well, I have been playing since '81 and I will find some way to keep playing that is fun for me and my group of fellow players. I am not going to sweat the small stuff until a clearer picture of the big picture becomes available.

-M
 

PCs are the "heroes"; the main characters of the story. I am fine with the idea of character death but I do not like the idea of save or die abilities as a player or DM for the simple fact that they are binary, sink or swim, win or lose.

In 3e As a player, if I have three spells that I could cast, Charm Monster, Finger of Death, or Fireball, I will choose fireball every time. The other two ** could ** help and they might also end the encounter in a single round giving my compatriots nothing to do (in other words NOT FUN). And if they don't help, I have wasted a round (and precious daily resources) and had LITTLE TO NO EFFECT on the enemy. It is interesting that the lowest level of all three spells is the most useful in combat.

As a DM, I dislike them because the all too often rest on a single roll. At least death by critical cannot happen in less than 4 rolls (initial threat on d20, confirmation on d20, initial damage, critical damage (this one might happen twice)). Additionally, a crit (as other point out) affects the ablative defense of the PC. It is possible that those 4+ rolls could lead to instant character death in the first round but this would be statistically unlikely. (Even on a 1st level wizard because a 1st level warrior is statistically unlikely to score a crit. and is more likely going to be busy with the fighter and cleric)

An 13th level rogue has a Fort same of maybe +6 to +8 (if the character has a decent Con and magic items). A 13th level wizard casts finger of death on the rogue. That 13th level wizard probably has a save DC of 23 (24 if he has spell focus necromancy). This means that the rogue, whether in round 1 or round 50 of combat, has a better than 75% chance of dying.

This to me is not part of what makes the game "fun" and "exciting." I like knowing that my characters are at risk and that there is danger around ever corner. I also like knowing that I can account for that danger and reduce its chance of killing me. If I am a low HP character, I keep under cover and avoid the front lines. But if I am a low Fort character, there is nothing I can do about the bad guy who may or may not have a finger of death spell prepared.

DC
 

I doubt it will be that difficult to re-integrate it, although I admit that I prefer potentially reversible 'instant-kill' spells, such as 'flesh to stone' rather than true 'save or PC death' type spells. Granted, 'Raise Dead' makes even those potentially reversible, but I make such spells rather more difficult to use in the first place, as death should not be quite so reversible.
 

Michael_R_Proteau said:
1) Save or die is bad because it bypasses the hit point system.

Ok, but so does the condition track. You can have plenty of hp left but knocked down to the dying condition on the condition track. The whole system of a condition track bypasses the hp system, so if it is a valid reason (i.e. the hit point system should be sacrosanct for determining if a character is damaged or dies) for not using save vs. die, it should also preclude using any kind of subsystem that bypases it such as a condition track.
Point: missed.

Bypassing the HP system is bad not because HP are a holy system handed down by archangels, but because ablative defenses are in the game for a reason. The condition track is a separate but still ablative defense mechanic. When people decry HP-bypassing attacks, they're usually talking about games that have HP and not a condition track. (Like, say, D&D, at least until 4th.) The whole point of a condition track is that it bypasses HP in a way that doesn't undermine the purpose of having HP.
 

Celebrim said:
An alternate approach is the one I have some slender hope that they'll actually take: 'Save or change your condition on the condition track'. This is far superior methodology than anything we've had in D&D before. Unfortunately, I would have thought that they would have leaked hints of a big change like this if it was actually in 4e, and better though it may be than what we have its still very flawed. For example, 'Save or be Dominated' is equivalent to 'save or die' in many cases, and its role in 'save or change your condition on the condition track' isn't obvious.

There is a better solution that uses a tried and proven existing mechanic which I think is balanced and well liked, but I've very little hope that the design team is thinking in the right direction based off what we've seen from Bo9S, SW:SE, IH, etc. Oh well.
As I read the above two paragraphs, you find a "condition track" approach attractive, but think there is an even better solution derived from an existing mechanic. I read in another post you dislike sharing your house rules - nevertheless, any chance of telling us what you think the better solution is?
 
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