Looking for save or die variants

Another variant (albeit all players should agree): I allow my players - whenever they would die, regardless of the source - to prevent death of their characters, if they got a severe disfiguration instead (chosen by the player), like loss of limbs, -4 penalty on single stat, leaving the character in writhing agony for rest of the encounter.

It prevented some deaths and made the "regenerate" part of Regeneration actually useful.

Could be tweaked for a save or die replacement... and it retains the fear of death... and goes well with visuals...
 

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Presto2112,
So simple. It might work but it also might make death effects weak. I would need to see it an actual play to see how it works.

Bladesong,
Punitive. I like that. However I think I might change it up below.

The Truth,
Simply tying it to action points to avoid the effects of death... Feels a bit like "mario heads".

Cheiromancer,
I suppose is could just drop them to negative the spell level. So, phantasmal killer could be -4, implosion -9 etc.

Ltheb Silverfrond,
I dont want the effects to be too lame though. Then they wont be worth the level of spell they are. Also fighters already have a good fort save which is generally the key save.

Lord Tirian,
I like this one alot. The only grey area is how is: How the heck do you adjudicate this? Player and DM both agree? I dont really want to stop a combat and debate the effects over what should happen to the character.
 

How about this: (note this also changes how you die normally too)

When you die you lose two permanent points of constitution (these can never be recovered- exception- true resurrection). This replaces the level loss associated with death. Which reverts back to a 1st ed. format of losing con when you die.

When affected by a death effect. Roll 2d6+ the spell level (or equivalent spell level). Enhancement bonuses are not counted for helping this. The character or creature loses that much temporary constitution. If they die from this they die and lose two permanent constitution damage. If they are raised or resurrected they come back with the two constitution damage, if they are true resurrected or reincarnated they dont suffer the 2 permanent con damage.

Hows that for a save or die mechanic tied into an overall death change?
 

Save or Con damage

I've been toying with replacing Death Effects with Con dmg instead of instantaneous death. For example, a Finger of Death spell or a bodak gaze would cause Xd6 points of Con damage instead of instant death on a failed save. Haven't worked out the details, but I think that Con damage would allow the player to live long enough to know that the NPC or creature they face is deadly by causing serious harm, but not killing them outright. This gives them a chance to decide whether they want to take their chances and face the opponent, or run like a little girl.
 

Another death effect I did not list is the vorpal sword. It could also fall under these rules. What spell level should the vorpal effect be at though? Circle of death is a 6th level spell. So, 2d6+6 con damage when you get vorpaled! That still seems pretty darn deadly to me.

Will these combo too well with ray of enfeeblement?
 
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Slay living: deals 2d6+5 con damage
Blasphemy/dictum/holy word/Word of chaos: deals 2d6+7 con damage
Destruction: deals 2d6+7 con damage
Symbol of death: deals 2d6+8 con damage
Implosion: deals 2d6+9 con damage
Finger of death: deals 2d6+7 con damage
Phantasmal killer: deals 2d6+4 con damage
Circle of death: deals 2d6+6 con damage
Power word kill: deals 2d6+9 con damage
Weird: deals 2d6+9 con damage
Wail of the Banshee: deals 2d6+9 con damage

Plus:
Assassin ability: deals 2d6+ (the level of the assassin) con damage
Vorpal ability: deals 2d6+6 con damage

How do I deal with these other annoying effects? Just deal with them?
Trap the soul
Imprisonment
Feeblemind
Flesh to stone
Dominate Person
Dominate Monster
Baleful polymorph
 

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