Celebrim
Legend
Grog said:So in other words, there is absolutely nothing in the rules that says that "save-or-die effects are a DM tool to be used to make certain encounters and NPCs have a very special significance." Thank you for admitting that, even if it was in a very roundabout way.
If you think DMs need a rule to establish an enjoyable gaming session, then I don't think there is much use in having this conversation.
More to the point, its pretty irrelevant. You've morphed the discussion from the question of save or die to the question of save or die as it is implemented in a particular edition of the game. You are arguing a completely different topic than the people you are talking to, and celebrating the fact that you are making points completely unrelated to anything that they care about.
given the fact that as PCs rise in level, the level-appropriate NPCs and monsters they encounter will have access to these abilities more and more often, we can conclude that barring either house rules or the DM intentionally restricting his or her use of certain enemies, the PCs will face an increasing chance of random and arbitrary death based on a single roll of the d20 as the game progresses to higher and higher levels.
It's worth noting that in 1st edition, the opposite was largely true. Because the DC's of saving throws largely didn't scale, the higher level you reached the less threat any particular 'save or die' situation represented and the more secure you could be. Since even ordinary poison was a 'save or die' situation in 1st edition, the number of save or die situations didn't really increase over time either. Or in other words, one can believe that 'save or die' is a problem in the current edition, without believing that the problem is 'save or die' itself.
You may think that's a good thing. I don't.
Whatever.