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<blockquote data-quote="Geron Raveneye" data-source="post: 3858147" data-attributes="member: 2268"><p>Sheesh, leave the thread for a day and suddenly there's so much stuff to comment on...you people make thread abstinency really hard. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p></p><p></p><p>Actually, a spell like you describe wouldn't give a sense of the absolute power of the caster against the characters at all. It's more akin to the 9th level fighter casually throwing an axe and beheading the low-level henchman standing directly beside the BBEG, just to show off. That's a relative sense of power. What's the use of the opponent using a <em>Cloud Kill</em> in the face of his attackers if all he accomplishes is killing off their torchbearers, mules, henchmen and sidekicks? He'll just get the heroes more pissed off at him. <img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" /> It would indeed be meaningless for any challenging encounter.</p><p></p><p>And there are various ways, if you want to preserve the flow of storytelling, to do so without having to take out save-or-die effects from the rules. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Same goes for player participation. A few are routinely discussed in this (and the older) thread.</p><p></p><p></p><p></p><p></p><p>You mean like the <em>Death Attack</em> the assassin has, only without the 3-round observation time and without the paralyzation option, and not at 6th level but at 9th? Why should I have a big problem with that? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f615.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":confused:" title="Confused :confused:" data-smilie="5"data-shortname=":confused:" /> </p><p></p><p></p><p></p><p>Huh, you're serious with that? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f615.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":confused:" title="Confused :confused:" data-smilie="5"data-shortname=":confused:" /> It's so amazing how people on an internet message board, who are usually able to read between the lines of the most simple and unambiguous posts like there is no tomorrow, suddenly want verbatim quotes for a concept that suffuses the whole game we're all discussing about. Are we even talking about the same game here? Let's make a deal, shall we? You read the DMG, especially the first chapter about <strong>being</strong> the DM, and then you quote me the section of the rules that says that a DM cannot, under any circumstances and at any time, with or without player participation, use or change <strong>every frelling rule in the game</strong> after some consideration in a way that he believes will result in a better game experience for everybody, or that he believes will fit his campaign or campaign setting better than the RAW. If you can quote me that, I'll get back to you.</p><p></p><p></p><p></p><p>Looks nice...I'd have done it slightly different. Add a prereq, like <em>Power Attack</em> (or better, a feat that allows you to add your Int bonus to damage...isn't there something like that somewhere in one of the splatbooks?), make it a full-round action instead of a standard one and leave out the -6 modifier instead, and simply state that it kills the target instead of that over-inflated amount of hit points. Also leave out that bit about "no critical hit creatures"....if kill, then kill. Although...maybe except incorporeal creatures. And tie the limit to some ability modifier.</p><p>Otherwise, why not?</p><p></p><p></p><p></p><p>Assume much? How about doing us all (and yourself) a favour and not try to know better what reaction certain people would have? Speak for yourself only...not that you could, since you're not part of the pro-save-or-die crowd, but it'd help the credibility of your posts. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p></p><p></p><p>Found the post...work like Destiny Points in SW Saga? And how do they work? I'm curious, because I've been trying to find a good way to introduce Luck and Fate points into my games without making them overpowering everything else. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Geron Raveneye, post: 3858147, member: 2268"] Sheesh, leave the thread for a day and suddenly there's so much stuff to comment on...you people make thread abstinency really hard. ;) Actually, a spell like you describe wouldn't give a sense of the absolute power of the caster against the characters at all. It's more akin to the 9th level fighter casually throwing an axe and beheading the low-level henchman standing directly beside the BBEG, just to show off. That's a relative sense of power. What's the use of the opponent using a [i]Cloud Kill[/i] in the face of his attackers if all he accomplishes is killing off their torchbearers, mules, henchmen and sidekicks? He'll just get the heroes more pissed off at him. :lol: It would indeed be meaningless for any challenging encounter. And there are various ways, if you want to preserve the flow of storytelling, to do so without having to take out save-or-die effects from the rules. :) Same goes for player participation. A few are routinely discussed in this (and the older) thread. You mean like the [i]Death Attack[/i] the assassin has, only without the 3-round observation time and without the paralyzation option, and not at 6th level but at 9th? Why should I have a big problem with that? :confused: Huh, you're serious with that? :confused: It's so amazing how people on an internet message board, who are usually able to read between the lines of the most simple and unambiguous posts like there is no tomorrow, suddenly want verbatim quotes for a concept that suffuses the whole game we're all discussing about. Are we even talking about the same game here? Let's make a deal, shall we? You read the DMG, especially the first chapter about [b]being[/b] the DM, and then you quote me the section of the rules that says that a DM cannot, under any circumstances and at any time, with or without player participation, use or change [b]every frelling rule in the game[/b] after some consideration in a way that he believes will result in a better game experience for everybody, or that he believes will fit his campaign or campaign setting better than the RAW. If you can quote me that, I'll get back to you. Looks nice...I'd have done it slightly different. Add a prereq, like [i]Power Attack[/i] (or better, a feat that allows you to add your Int bonus to damage...isn't there something like that somewhere in one of the splatbooks?), make it a full-round action instead of a standard one and leave out the -6 modifier instead, and simply state that it kills the target instead of that over-inflated amount of hit points. Also leave out that bit about "no critical hit creatures"....if kill, then kill. Although...maybe except incorporeal creatures. And tie the limit to some ability modifier. Otherwise, why not? Assume much? How about doing us all (and yourself) a favour and not try to know better what reaction certain people would have? Speak for yourself only...not that you could, since you're not part of the pro-save-or-die crowd, but it'd help the credibility of your posts. :) Found the post...work like Destiny Points in SW Saga? And how do they work? I'm curious, because I've been trying to find a good way to introduce Luck and Fate points into my games without making them overpowering everything else. :) [/QUOTE]
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