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<blockquote data-quote="eamon" data-source="post: 4992309" data-attributes="member: 51942"><p>Even basic spells like magic missile back then didn't have a save. Most damage spells did half damage on a save. 4e's just different like that; only rare powers (namely dailies) tend to have any miss:half damage effect, and alway-hitting stuff is exceedingly rare. Also, 3e was set up (or evolved into, however you want to look at it) a kind of cat and mouse game: saves were nice and all, but you couldn't rely on them, so instead you'd have a million and one other ways of circumventing effects. You'd avoid being targetted in the first place with low-level things like mirror image, you'd have some reaction power that teleported you away, you'd have an item that granted blanket immunity to a whole class of effects, or you'd ensure that at least the rest of the party could continue without you.</p><p></p><p>Many 3e save-or-dies weren't really <em>death</em>'s anyway, more like save-or-lose. Quite often, if the rest of the party could still win, you could be rescued: e.g. Dominate person was 1 day/level, and insta-lose, but as long as the party succeeded in killing the controller, you could be rescued at their leisure after combat.</p><p></p><p>Basically, the consequence of a save was quite different, and not at all comparable in a straightforward manner to 4e NADs. 4e doesn't have the same immunity/specialization aspect, and combats are much longer. It's not expected for effects to simply take you out of combat.</p><p></p><p>Frankly, if every nad-targeting monster power <em>always hit</em> the game would remain playable. That doesn't mean it's a good idea, however; it'd mean you need to start the typically 3e convention of very solid tactical preparation prebattle - since any fight vs. opponents that impose crippling conditions would then be instantly lethal.</p></blockquote><p></p>
[QUOTE="eamon, post: 4992309, member: 51942"] Even basic spells like magic missile back then didn't have a save. Most damage spells did half damage on a save. 4e's just different like that; only rare powers (namely dailies) tend to have any miss:half damage effect, and alway-hitting stuff is exceedingly rare. Also, 3e was set up (or evolved into, however you want to look at it) a kind of cat and mouse game: saves were nice and all, but you couldn't rely on them, so instead you'd have a million and one other ways of circumventing effects. You'd avoid being targetted in the first place with low-level things like mirror image, you'd have some reaction power that teleported you away, you'd have an item that granted blanket immunity to a whole class of effects, or you'd ensure that at least the rest of the party could continue without you. Many 3e save-or-dies weren't really [I]death[/I]'s anyway, more like save-or-lose. Quite often, if the rest of the party could still win, you could be rescued: e.g. Dominate person was 1 day/level, and insta-lose, but as long as the party succeeded in killing the controller, you could be rescued at their leisure after combat. Basically, the consequence of a save was quite different, and not at all comparable in a straightforward manner to 4e NADs. 4e doesn't have the same immunity/specialization aspect, and combats are much longer. It's not expected for effects to simply take you out of combat. Frankly, if every nad-targeting monster power [I]always hit[/I] the game would remain playable. That doesn't mean it's a good idea, however; it'd mean you need to start the typically 3e convention of very solid tactical preparation prebattle - since any fight vs. opponents that impose crippling conditions would then be instantly lethal. [/QUOTE]
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