Plane Sailing
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The above notwithstanding, here's a suggested "scarier" petrification mechanism:
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Isn't this basically what Mustrum Ridcully suggested?
The above notwithstanding, here's a suggested "scarier" petrification mechanism:
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Right, as many people have agreed in this thread only the save at the end of the characters round of action should be able to progress the effect. This is a pretty straight forward change that most people will house rule I imagine.In addition, powers that grant saves to the affected party members trigger the progressive mechanic as well. If the cleric tries to help an immobilized fighter out, he may end up killing them because he fails a save.
I think they really need to look at other ways to design this mechanic, as it really doesn't make sense for an action that aids a character to push them closer to death's door.
This would make the power pretty small with regard to chance to turn someone to stone. How often does a monster get three hits in a row on you AND you fail two saves in a row.It would give a nice opportunity for a medusa to spread the love around by slowing lots of people, or focussing on people one at a time to turn them to stone - although the medusa wouldn't be able to just look at someone and then leave them to turn to stone.
20% is a statistically gigantic number over the career of a party. 2-3 hits by the creature mean it's more than 50% likely someone is dead.Incidentally, the existing mechanics mean that someone a medusa gazes at has to fail two saves to be petrified. That is .45 * .45 or only a 20% chance!
this only exacerbates the situation.How about treating it a bit like Death Saving Throws:
At the end of each round you make a "Petrification Saving Throw" after saving vs. slow, immobilized or any other detrimental condition. A failure automatically makes you slowed (if you weren't already), two consecutive failed saving throws makes you immobilized and a third failed save in a row makes you petrified. A success could perhaps alleviate the current condition (immobilized>slowed>normal), and 20+ would counter it completely.
Which seems pretty mathematically probable. It's the most likely expected outcome from 4-6 hits.Heh. We lost two PCs and a NPC when we fought one.
Fairly often? It only takes once.In greek mythology, I don't think the gorgons had anything less than a 100% success rate...
But monsters utilizing this save-or-die mechanic are still fairly rare, so you shouldn't be facing them that often.
DnD has gotten progressively less dangerous and mindset has changed some with regard to what is fun and good for the game. The video game generation also spawned a large number of players who wouldn't be that tolerant of a system that completely eliminates their pc. I would say the players expectation of living forever has gone up and many DM's have met that expection (as well as more thought going into the design to mitigate the effects of a single die roll).Most of the great legends are based on TRUE solo's, not the ones we have in our D&D books... is the reason 1st Ed was so awesome. When some guy ran into you at a convention and said he bested Orcus' Avatar, it was a matter of WOW! That had to be a hard fight! Now, when somebody says they beat Orcus on his home plane, it is more like, "Really? So who was the boss mob then?" The mobs just seem to lack the punch they used to have...
that's your dm's fault. We worry about everything from goblins and skeletons to ghouls, gnolls, gricks and grells. We've lost pc's to orcs, skeletons, hobgoblins, gnolls, and goblins. Yet we're even more scared by ghouls, kruthiks and grells because stun and ongoing damage are brutal and those encounters with stun are ALWAYS potentially dangerous. If you're not feeling challenged ask your dm to make a n+3 encounter relative to your party and include creatures with repeated stunning attacks.I love 4th Ed btw, but that is my major gripe, the monsters just do not have any true ability to make PC's cringe at the thought of fighting them... well, except for kobolds hehe...
you're right. It's not at all difficult to get killed by a medusa and a different machanic would be very desirable. I didn't see any presented here that really grab me as the right way to go but I don't have a better one so I can't really point you in the right direction.Just dredged this up looking for peoples opinions on the what-seems-to-me-to-be-unfair medusa petrification power.
I can state with much certainty it isn't "almost impossible" to be petrified by a medusa, as we lost 2/5 to one, and it only used its power once. The human cleric who died even had the +2 to all saves feat.
I vote for "needs redesigned because my character shouldn't die because of two totally random die rolls".
DS
I like that last one though it effectively eliminates most of the threat value since the pc's will win the encounter 99 percent of the time.How about giving the players a hefty modifier to their save (-5 just for sake of argument) to make it very difficult to save against...until they can take a short rest.
Then tack on....you only get worse if the medusa hits you with another attack roll.
And further tack on....if the medusa that petrified you is slain you revert back to flesh again.
DS
4E already encourages the 1-fight-a-day with daily powers, daily magic and action point refreshing. 4E rewards resting, gives next to nothing for fighting on, and losing a fight is penalized.
The ONLY reason to not go into every fight with as many HPs and heailng surges possible is because you're so confidant the next fight will be trivial and so non-threatening that it doesn't matter. In practice it's unlikely anyone will be going into a fight they can prepare for with less than 80% HP as they can just spend a healing surge with a short rest. A mechanic where the gaze does HP damage that will petrify at some threshold could work well.