L&L 3/05 - Save or Die!

My last campaign was run under 3.5E rules and ended just about 2 years ago now.

It was full of death & destruction, and I pulled out all the stops as a DM to try to defeat the players. However, my group was also very large and had a PC cleric and a PC psion that both regularly would whip out "Revivify" in the middle of a combat to save a fallen comrade. They also had an NPC ally cleric/paladin that was pretty handy in a pinch as well.

If I ran an evil lich, I made sure the lich would cast the best necromantic spells available - Finger of Death, Wail of the Banshee, Horrid Wilting, etc. Not to mention several from the Spell Compendium like Avasculate and Mass Avasculate. I mean, going back to 1E days, Finger of Death has been the "signature" spell of the lich, no?

If you run a lich without those big "save or die" spells, aren't you nerfing the lich's capability?

Most of the campaign, though, the players were going against clerics of the evil god of slavery & tyranny, so were constantly subjected to "save or suck" effects like Domination (a lot deadlier prior to 4E) and the various Charm spells. However, when they got up against the toughest clerics, spells like Implosion, Destruction, Harm, Mass Harm, were also tossed at the PCs.

One of the memorable combats was when the party's dwarf fighter shockingly failed his Fort save and got hit with Implosion, dying instantly. The party cleric then sacked 5,000XP for the "extra special" version of Miracle and was able to bring him back fully restored with a Standard action instead of the normal 10 minute casting time needed for True Resurrection, turning the tide of the penultimate combat of the campaign.

Similarly, when the party's goliath barbarian got hit with a Maze spell by an evil mage, she was zapped into the maze, needing a natural 20 to get out because her INT was 10... and, in the first round there, she rolled that natural 20. Would have sucked to have her out of combat for 2-3-4 rounds or more. That occasion got a lot of celebration at the table.

However, there were certainly occasions when the players shut down a powerful encounter with a single spell as well (or the aforementioned party dwarf going crazy on a balor, landing 5 hits in one flurry of attacks, including 2 or 3 crits and nearly killing it in one round)

I definitely think Save or Die has a place in the game.

So, I was initially against the idea of thresholds when I started this thread.

However, now, I do like the idea of some sort of hit point threshold to prevent it from being abused against parties that can't handle that level of danger being thrown at them. My group, as I said, had 4 high level casters in a sorcerer, cleric, psion and paladin/cleric... not to mention a human fighter, a dwarf fighter, a goliath barbarian, an elf paladin of freedom and a human rogue/spellthief. So, they could handle just about anything from the various monster manuals.
 
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Well, the one example I can think of is Willow, in which
Willow throws a magic petrifying acorn at Queen Bavmorda, who catches it by reflex. At once her hand turns to stone and the petrification starts spreading up her arm. For a few seconds it looks like she's about to become a statue, but then she succeeds in throwing off the effect and her arm and hand revert to living flesh.

It's not common though. That's the only case I can recall.

Thats funny, it is the way I've always imagined petrification:

http://www.youtube.com/watch?feature=player_detailpage&v=m8hH0LmZQec#t=23s
 
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I'm generally on board with Mike's idea. It basically means that Save or Dies aren't completely bypassing the HP system, and are really just conditional damage; i.e., this does X additional damage if that would kill the target.

An idea for a mechanism that might scale nicely:

Save or dies are simply HP-based saves. The attack would have a DC, and the defender would roll d20 plus their current HP. The DC would be significantly higher than one for an ability-score-based save.

For example (assuming spells are primarily attacks, like in 4E):

Finger of Death
INT vs. Dexterity: 2d8+INT damage. In addition, target makes an HP save against DC 15+CL. Dies on failure.

So, for a 20th level Wizard, it would be 35 DC. A target with 34 or more HP saves no matter what. Less than that, there's a chance of death. But at 14 HP, death is automatic. If we assume around 100 HP for a typical level 20, I think that's reasonable.
 

An idea for a mechanism that might scale nicely:

Save or dies are simply HP-based saves. The attack would have a DC, and the defender would roll d20 plus their current HP. The DC would be significantly higher than one for an ability-score-based save.

For example (assuming spells are primarily attacks, like in 4E):

Finger of Death
INT vs. Dexterity: 2d8+INT damage. In addition, target makes an HP save against DC 15+CL. Dies on failure.

So, for a 20th level Wizard, it would be 35 DC. A target with 34 or more HP saves no matter what. Less than that, there's a chance of death. But at 14 HP, death is automatic. If we assume around 100 HP for a typical level 20, I think that's reasonable.

I like this idea,and I think it could work for a lot of things in addition to SOD, but it's a good solution to prevent incredibly powerful abilities from as you say, completely bypassing all normal systems of protection(AC, HP, ect..)
 

Because only the dm can choose the setting. I like save or die and I won't play in a D&D game where disintegrate makes you go "ouchie, I got a booboo."
That's an irrelevant point, IMO. If you're playing with a DM who doesn't like SOD in the first place (and you're still playing with him after you have communicated your gaming preferences and he has refused to accommodate them), then you simply won't encounter any SOD effects. Same difference, to me.
 

It doesn't say that the gaze will reduce you to 25 HP.

He's referring to the fact that in 4e, you don't actually die until you hit your negative bloodied value (negative half your hp). This means that if you have 100 HP and you're instant killed when you hit 25 HP, you've essentially been dropped to -50 HP-- or taken 75 damage.
 

I'm generally on board with Mike's idea. It basically means that Save or Dies aren't completely bypassing the HP system, and are really just conditional damage; i.e., this does X additional damage if that would kill the target.

An idea for a mechanism that might scale nicely:

Save or dies are simply HP-based saves. The attack would have a DC, and the defender would roll d20 plus their current HP. The DC would be significantly higher than one for an ability-score-based save.

For example (assuming spells are primarily attacks, like in 4E):

Finger of Death
INT vs. Dexterity: 2d8+INT damage. In addition, target makes an HP save against DC 15+CL. Dies on failure.

So, for a 20th level Wizard, it would be 35 DC. A target with 34 or more HP saves no matter what. Less than that, there's a chance of death. But at 14 HP, death is automatic. If we assume around 100 HP for a typical level 20, I think that's reasonable.

BRILLIANT! I can't XP you right now, but that is a fantastic idea. I love it when game mechanics are elegant and intuitive and fit in perfectly with existing mechanics. This idea nails it for me! Well done! :)

I could absolutely accept a save or die that works this way. Even better is it provides a framework that other mechanics can build off. A wizard might be able to take a feat that lets them boost their effective HP when making an HP save for a willpower style effect, and so on.

I would still have a natural 20 always saves even if you can't normally make it. I don't like 1 always failing, but I could see some people would like that. Have feats that increase the threshold of auto-success. So say the DC is 35 and normally HP of 14 would fail except on a 20 (because its a 20). Maybe have feats that can bump up auto-success to 19-20. Sort of like how Improved Critical increases your critical range. Lots of ways to customize and get more traction out of this. But its a good solid idea. I approve. :)
 
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Well then you and I have had VERY different experiences playing 4e. I have played 4e with a few different groups, and falling unconscious never seems to worry anyone until they already have two failed death saves under their belt. After a PC falls unconscious, it is not uncommon for two players who have never even met each other to say, "Don't worry. You have at LEAST three rounds to heal the fighter before he actually dies." It is actually almost laughable how the 4e "death save" mechanic trivializes the so-called lethality of combat.

<Straying off-topic>

This is very much a DM issue.

The advantage 4e has here is that the bad guy can take a big bite out of the dying PC (coup de grâce) and then everybody's eyes go wide and it's very much an "Oh S&%#" moment. The character might not not die from it, but I assure you they will think twice about letting somebody lie dying again.

Besides, those same players would be letting the dying guy lie for up to 9 rounds in 3e...
 


That's an irrelevant point, IMO. If you're playing with a DM who doesn't like SOD in the first place (and you're still playing with him after you have communicated your gaming preferences and he has refused to accommodate them), then you simply won't encounter any SOD effects. Same difference, to me.

Not true, unless he bans spells from the phb. Since my group is a bunch of old friends, it's no big deal, we just wouldn't play 5e, we'd play something else that makes us happier. Which is not what WOTC seems to want in an edition made specifically to bring folks like us back.
 
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