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<blockquote data-quote="Geron Raveneye" data-source="post: 3852092" data-attributes="member: 2268"><p>That isn't a justification for save-or-die effects, that's one way how you can handle them to ensure the characters have more than one saving throw standing between them and a quick death. It offers more information about the monster to the DM, and at the same time gives the "knowledge" characters in the group to flex their minds before the fighters flex their muscles. It makes such a monster special, and gives it more flavour than just "dungeon fodder". It's not a "good DM defense", rather it's a "good monster design" defense. And an example where the often flaunted "fluff as limitation" worked better than slapping a CR on a monster. Not everything works like that, but neither does every "mechanics only" attempt.</p></blockquote><p></p>
[QUOTE="Geron Raveneye, post: 3852092, member: 2268"] That isn't a justification for save-or-die effects, that's one way how you can handle them to ensure the characters have more than one saving throw standing between them and a quick death. It offers more information about the monster to the DM, and at the same time gives the "knowledge" characters in the group to flex their minds before the fighters flex their muscles. It makes such a monster special, and gives it more flavour than just "dungeon fodder". It's not a "good DM defense", rather it's a "good monster design" defense. And an example where the often flaunted "fluff as limitation" worked better than slapping a CR on a monster. Not everything works like that, but neither does every "mechanics only" attempt. [/QUOTE]
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