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D&D Older Editions, OSR, & D&D Variants
Running player commentary on PCat's 4E Campaign - Heroic tier (finished)
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<blockquote data-quote="Plane Sailing" data-source="post: 4696120" data-attributes="member: 114"><p>In my campaign, as a DM I notice the randomness of it. One PC was slept by 'friendly fire' and spent the next 4 rounds of combat asleep. On the other hand the three trogs all saved at the end of their next turn, thus enduring only one round of being slowed!</p><p></p><p>I've seen 2 PCs 'bleed out' by failing 3 death saves, and a rogue died to a poison needle trap after failing about 6 death saves in a row (despite the healing surges expended to try to keep him alive).</p><p></p><p>Two current party members (a human and a half-elf) have both taken the human feat for +1 to saves, but it hasn't actually come into play yet.</p><p></p><p>From the point of view of a DM (and as a player in the game I play in) I'd be at least as happy with having durations of 1d4 rounds or something I suppose technically the average duration of a save ends effect tends towards 2 rounds). I 'get' that it doesn't give people the excitement of rolling that d20 for saves each turn... but it isn't that much excitement! If it was changed though, what would I do for humans, for hobgoblins, for orb wizards, for elites and solos etc. etc.</p><p></p><p>As a wizard player in a game, I'll rate 'sustains' powers at the top since *I* get to choose how long they last. 'save ends' powers might work out really well, but it is basically just a crap shoot unless you are a paragon level specialised orb mage or something.</p><p></p><p>Cheers</p></blockquote><p></p>
[QUOTE="Plane Sailing, post: 4696120, member: 114"] In my campaign, as a DM I notice the randomness of it. One PC was slept by 'friendly fire' and spent the next 4 rounds of combat asleep. On the other hand the three trogs all saved at the end of their next turn, thus enduring only one round of being slowed! I've seen 2 PCs 'bleed out' by failing 3 death saves, and a rogue died to a poison needle trap after failing about 6 death saves in a row (despite the healing surges expended to try to keep him alive). Two current party members (a human and a half-elf) have both taken the human feat for +1 to saves, but it hasn't actually come into play yet. From the point of view of a DM (and as a player in the game I play in) I'd be at least as happy with having durations of 1d4 rounds or something I suppose technically the average duration of a save ends effect tends towards 2 rounds). I 'get' that it doesn't give people the excitement of rolling that d20 for saves each turn... but it isn't that much excitement! If it was changed though, what would I do for humans, for hobgoblins, for orb wizards, for elites and solos etc. etc. As a wizard player in a game, I'll rate 'sustains' powers at the top since *I* get to choose how long they last. 'save ends' powers might work out really well, but it is basically just a crap shoot unless you are a paragon level specialised orb mage or something. Cheers [/QUOTE]
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Running player commentary on PCat's 4E Campaign - Heroic tier (finished)
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