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It won't be hard to put insta kill back into the game, will it?
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<blockquote data-quote="DreamChaser" data-source="post: 3817573" data-attributes="member: 1190"><p>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.</p><p></p><p>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.</p><p></p><p>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)</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>DC</p></blockquote><p></p>
[QUOTE="DreamChaser, post: 3817573, member: 1190"] 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 [/QUOTE]
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It won't be hard to put insta kill back into the game, will it?
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