Hussar said:
Now, save or be hurt I have no problem with. But, IME, save or die is disproportionately lethal. In my World's Largest Dungeon campaign, with a group of 6, I had 25 (ish) PC deaths (most of them permanent). Almost half were from save or die effects - and I'm counting being turned to stone in here too since the PC's had no way to retrieve those who failed their saves.
Half the fatalities were to SoD, but, far fewer than half the encounters were with SoD monsters. I would say that about 10% of the encounters are actually with SoD monsters or traps. Yet, that 10% (and that's not a certain number, just a rough guess) accounted for as many deaths as the other 90%.
Just for kicks, I ran the numbers from my Riveria campaign.
The most dangerous foes, strictly in terms of how many characters they killed, were Giants.
Yes, simple damage-dealing Giants.
Other major foe-types (Demons, Dragons, Drow...why do all the nasties start with "D"?) took down their share, but nowhere near as many as Giants even when put together.
Perhaps the second most dangerous thing overall that the characters faced was themselves. They had *awful* luck when faced with clones of themselves; add that in to occasional stupidity or bad luck (critical fumbles) and magic item meltdown and the result was sometimes messy.
That said, SoD claimed its share. One Medusa got 2 at once, thanks to the not-very-quiet party lining themselves up in perfect order of height before opening her door. One poor guy met a Beholder's death ray...needed a 3 to save, rolled a 2. The party was able to revive him in the field, so they retreated and did so before going back in the next day only to meet the same Beholder again. By sheer luck (i.e. random roll on my part) the death ray went for the same guy again...buffed up, this time he'd save on a 2. A 1, however, is a 1; and that's what he rolled...at which point the player realized this was just not meant to be, and started rolling up another.
(side note: has it ever happened in any of your games that the same opponent has killed the same character twice or more?)
All I know is that in every edition that I've played, SoD killed FAR more than it should considering the number of times its faced.
That makes sense. Most foes the party meets are not normally capable of killing a PC given competent play...but something with SoD is. Therefore, it only follows that SoD encounters will have a higher kill rate than normal encounters. That's no reason to get rid of SoD completely, however; but it does suggest not overusing it.
Keep in mind that many spells and effects can amount to SoD in the right situation. My favourite is a flee-in-blind-panic effect on a narrow twisty ridge path or near the top of a cliff. Dispel Magic on someone in flight or water-walking far from shore is another fine one. And the list goes on...
Should all of these disappear too?
Lanefan