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<blockquote data-quote="KarinsDad" data-source="post: 3857027" data-attributes="member: 2011"><p>Interesting concept.</p><p></p><p>Instead of Save or Die, it becomes Save or Coup De Grace. Weaken him first and then throw in the killing blow. But, it does become a bit formulaic and only delays Save or Die to latter rounds. Not quite a good enough solution.</p><p></p><p></p><p>Another possibility is gradual death / turn to stone effects. It takes 3-5 rounds to turn the PC to stone and each round he gets stiffer and stiffer (similar to Heat Metal with varying effects each round). But, at least the PCs (and NPCs) have time to react and possibly counter the effect. This is also good as high level area effect type spells because although it doesn't take the opponents out right away, it does force them to use up resources and waste actions (dispels and such).</p><p></p><p>This type of multi-round gradual concept could remove save or die as a specific game mechanic, but allow the same cinematic effects. Somewhat satisfying both camps (except for the real extremists). The PC could still die or get turned to stone or get sucked into another dimension, but it's not bang you're dead.</p><p></p><p>Thanks for helping me think outside the box. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /></p></blockquote><p></p>
[QUOTE="KarinsDad, post: 3857027, member: 2011"] Interesting concept. Instead of Save or Die, it becomes Save or Coup De Grace. Weaken him first and then throw in the killing blow. But, it does become a bit formulaic and only delays Save or Die to latter rounds. Not quite a good enough solution. Another possibility is gradual death / turn to stone effects. It takes 3-5 rounds to turn the PC to stone and each round he gets stiffer and stiffer (similar to Heat Metal with varying effects each round). But, at least the PCs (and NPCs) have time to react and possibly counter the effect. This is also good as high level area effect type spells because although it doesn't take the opponents out right away, it does force them to use up resources and waste actions (dispels and such). This type of multi-round gradual concept could remove save or die as a specific game mechanic, but allow the same cinematic effects. Somewhat satisfying both camps (except for the real extremists). The PC could still die or get turned to stone or get sucked into another dimension, but it's not bang you're dead. Thanks for helping me think outside the box. :cool: [/QUOTE]
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