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General Tabletop Discussion
*Pathfinder & Starfinder
Misuse of the save mechanics in the MM to reintroduce save or die effects
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<blockquote data-quote="AngryPurpleCyclops" data-source="post: 4704999" data-attributes="member: 82732"><p>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. </p><p></p><p>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. </p><p></p><p>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.</p><p></p><p> this only exacerbates the situation.</p><p></p><p>Which seems pretty mathematically probable. It's the most likely expected outcome from 4-6 hits.</p><p></p><p>Fairly often? It only takes once.</p><p></p><p>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).</p><p></p><p>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. </p><p></p><p>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. </p><p></p><p>My initial thoughts would be to definitely house rule that saves granted by sacred flame do not progress the effect and maybe add a round of stun in between immobilize and dead. This gives 3 saves instead of 2 and gives a decent opportunity the party can make an impact in the mean time, through the heal skill, sacred flame, warlord powers etc. No matter what the percentage there's a very real possibility that people are going to get killed by this but 23% is way to high and the RAW eliminating the ability of the party to help out is bad for the game. If you assume the party will get you one bonus save on average and add the "slow" level in the middle, you get 4 saves instead of 2 you drop down to 4%. Without the bonus save from help it's 8%. maybe that's too small.</p></blockquote><p></p>
[QUOTE="AngryPurpleCyclops, post: 4704999, member: 82732"] 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. 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. 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. this only exacerbates the situation. Which seems pretty mathematically probable. It's the most likely expected outcome from 4-6 hits. Fairly often? It only takes once. 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). 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. 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. My initial thoughts would be to definitely house rule that saves granted by sacred flame do not progress the effect and maybe add a round of stun in between immobilize and dead. This gives 3 saves instead of 2 and gives a decent opportunity the party can make an impact in the mean time, through the heal skill, sacred flame, warlord powers etc. No matter what the percentage there's a very real possibility that people are going to get killed by this but 23% is way to high and the RAW eliminating the ability of the party to help out is bad for the game. If you assume the party will get you one bonus save on average and add the "slow" level in the middle, you get 4 saves instead of 2 you drop down to 4%. Without the bonus save from help it's 8%. maybe that's too small. [/QUOTE]
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Misuse of the save mechanics in the MM to reintroduce save or die effects
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