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General Tabletop Discussion
*Pathfinder & Starfinder
Minions and Save or Die mechanics
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<blockquote data-quote="captaincursor" data-source="post: 3938244" data-attributes="member: 9275"><p>This is pure speculation but here is my prediction so that later I can tell my friends to go look it up to see how I was right.</p><p></p><p>I think that save or die mechanics will indeed still be in the game, however they will be re-tunned to be a mechanic to clear out minions. Monsters, Elite, and Solo opponents will either be unaffected by the spells, or the spells will have a thematically related, but mechanically different effect upon them. This will allow many classic D&D spells to remain in (cloud kill), remain useful, but not continue the luck of the die deaths that many players (and DMs) don't consider to be all that fun.</p><p></p><p>Mechanically this would mean that paragon and epic level characters would have ways with dealing with the hordes of minions that their opponents would have at their disposal, the armies that should now mechanically be a threat in their full numbers, but the characters will have the tools to dispose of in a way that is possible, but a challenge. We want the characters scared of facing the entire army of goblins but able to fight them in ever growing chunks (right WotC?). Cloud kill, symbol of death, even the various contagion and poison spells all seem like they would be great ways to kill or control large numbers of minions. And if my unfounded assumption that minions will take one or two shots to kill proves out there will very little mechanical difference between blowing them up with a fireball (which everyone seems to be ok with) and stopping their heart through sheer fright (which many people hate due to the luck of the die roll).</p><p></p><p>Fluff wise this allows all the creepy, evil, not quite a good guy feel of killing lots of people through poison, disease, consuming their souls, showing them the vastness of eternity etc... while still sharing a similar mechanic (clearing out lots of minions that are a threat) with many other spells that don't flag you as a creepy guy, i.e. setting everyone on fire with your mind.</p><p></p><p>If all my unfounded assumptions prove out, put me in the class of people who likes the various classifications of monsters for the new mechanics that it opens up. Anyway just a thought.</p></blockquote><p></p>
[QUOTE="captaincursor, post: 3938244, member: 9275"] This is pure speculation but here is my prediction so that later I can tell my friends to go look it up to see how I was right. I think that save or die mechanics will indeed still be in the game, however they will be re-tunned to be a mechanic to clear out minions. Monsters, Elite, and Solo opponents will either be unaffected by the spells, or the spells will have a thematically related, but mechanically different effect upon them. This will allow many classic D&D spells to remain in (cloud kill), remain useful, but not continue the luck of the die deaths that many players (and DMs) don't consider to be all that fun. Mechanically this would mean that paragon and epic level characters would have ways with dealing with the hordes of minions that their opponents would have at their disposal, the armies that should now mechanically be a threat in their full numbers, but the characters will have the tools to dispose of in a way that is possible, but a challenge. We want the characters scared of facing the entire army of goblins but able to fight them in ever growing chunks (right WotC?). Cloud kill, symbol of death, even the various contagion and poison spells all seem like they would be great ways to kill or control large numbers of minions. And if my unfounded assumption that minions will take one or two shots to kill proves out there will very little mechanical difference between blowing them up with a fireball (which everyone seems to be ok with) and stopping their heart through sheer fright (which many people hate due to the luck of the die roll). Fluff wise this allows all the creepy, evil, not quite a good guy feel of killing lots of people through poison, disease, consuming their souls, showing them the vastness of eternity etc... while still sharing a similar mechanic (clearing out lots of minions that are a threat) with many other spells that don't flag you as a creepy guy, i.e. setting everyone on fire with your mind. If all my unfounded assumptions prove out, put me in the class of people who likes the various classifications of monsters for the new mechanics that it opens up. Anyway just a thought. [/QUOTE]
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