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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 3855243" data-attributes="member: 710"><p>If Save or Die absolutely has to stay in the game, here's what I do</p><p>(3rd Edition style)</p><p>Save or Die Effects only kill creatures if their level (PCs) or CR (monsters) is below the level (PC) or CR (monster) of the creature using the effect. </p><p>Otherwise, they deal 5 points of damage per CR/Level of the creature using the effect. Only if this damage is sufficient to kill the targeted creature, it actually dies. </p><p></p><p>The first Bodak you encounter would be deadly, but later, they are just nasty. (40 points of damage just by looking at them doesn't make them weak)</p><p></p><p>YOu might want to have a different effect than damage (Slow, Daze, Sicken, Nauseated) for non-deadly effects with similar catastrophic consequences as Save or Die.</p><p></p><p>Suddenly, the only time where Save or Die is relevant would then be if the PCs are actually engaging a creature more powerful then them, making it a lot more likely that the adventure "warned" them reasonably beforehand.</p><p></p><p>Still doesn't fix the other problems I have with Save or Die, but at least it eliminates all the low-level monsters and NPCs that can really wreck the game.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 3855243, member: 710"] If Save or Die absolutely has to stay in the game, here's what I do (3rd Edition style) Save or Die Effects only kill creatures if their level (PCs) or CR (monsters) is below the level (PC) or CR (monster) of the creature using the effect. Otherwise, they deal 5 points of damage per CR/Level of the creature using the effect. Only if this damage is sufficient to kill the targeted creature, it actually dies. The first Bodak you encounter would be deadly, but later, they are just nasty. (40 points of damage just by looking at them doesn't make them weak) YOu might want to have a different effect than damage (Slow, Daze, Sicken, Nauseated) for non-deadly effects with similar catastrophic consequences as Save or Die. Suddenly, the only time where Save or Die is relevant would then be if the PCs are actually engaging a creature more powerful then them, making it a lot more likely that the adventure "warned" them reasonably beforehand. Still doesn't fix the other problems I have with Save or Die, but at least it eliminates all the low-level monsters and NPCs that can really wreck the game. [/QUOTE]
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