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General Tabletop Discussion
*Pathfinder & Starfinder
Removing save-or-die: Too much of a good thing?
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<blockquote data-quote="FourthBear" data-source="post: 4103295" data-attributes="member: 55846"><p>I don't believe there will be any rules in 4e to prevent new monster, magical item or PC abilities from being save-or-die. However, I suspect that no such examples shall be presented in the core rules. I think that the occasional exception to general game design is a good idea: it prevents complacency from players who come to think of the game world in metagaming terms and it provides some narrative contrast from the expected values. The big problem with such powers appearing the PH is that traditionally abilities found in those sources are defaults that players expect to be able to access. Yes, a campaign can always house-rule them away, but it creates the expectation that those books contain good examples. </p><p></p><p>I might use occasional save-or-lose effects, but only with the foreknowledge that such powers would likely be detrimental if they were to become common or enter general play. Having a Great Evil be characterized by an aura that kills instantly might be OK in some specific circumstances: the players have ample opportunity to learn of this aura and to reasonably avoid it. If they do not, then save-or-lose or even auto-lose might be appropriate. We've already heard suggestions that in 4e falling in lava is automatic death, not slow hit point damage.</p></blockquote><p></p>
[QUOTE="FourthBear, post: 4103295, member: 55846"] I don't believe there will be any rules in 4e to prevent new monster, magical item or PC abilities from being save-or-die. However, I suspect that no such examples shall be presented in the core rules. I think that the occasional exception to general game design is a good idea: it prevents complacency from players who come to think of the game world in metagaming terms and it provides some narrative contrast from the expected values. The big problem with such powers appearing the PH is that traditionally abilities found in those sources are defaults that players expect to be able to access. Yes, a campaign can always house-rule them away, but it creates the expectation that those books contain good examples. I might use occasional save-or-lose effects, but only with the foreknowledge that such powers would likely be detrimental if they were to become common or enter general play. Having a Great Evil be characterized by an aura that kills instantly might be OK in some specific circumstances: the players have ample opportunity to learn of this aura and to reasonably avoid it. If they do not, then save-or-lose or even auto-lose might be appropriate. We've already heard suggestions that in 4e falling in lava is automatic death, not slow hit point damage. [/QUOTE]
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Removing save-or-die: Too much of a good thing?
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