Rust monsters don't force a save or die either. And if you handle the encounter right, you'll come out without a scratch. Rust monsters don't distinguish between a +2 sword and a metal spike.
It's not save-or-die, but it's roughtly the 3rd level equivalent and it brings the adventure to a halt just as effectively.
(Oh, and coincidentally you are right, green slime doesn't force a saving throw. In fact, it doesn't offer a save at all. You either get it off (in 1 round sometimes) or hand over your character. No save, no ressurection possible.)
the SRD said:
A single 5-foot square of green slime deals 1d6 points of Constitution damage per round while it devours flesh. On the first round of contact, the slime can be scraped off a creature (most likely destroying the scraping device), but after that it must be frozen, burned, or cut away (dealing damage to the victim as well). Anything that deals cold or fire damage, sunlight, or a remove disease spell destroys a patch of green slime. Against wood or metal, green slime deals 2d6 points of damage per round, ignoring metal’s hardness but not that of wood. It does not harm stone.
No, green slime does not instantly kill you, it deals Con damage. Which looks like you'll last at least the first round most of the time (I guess your odds aren't good if your CON is 3, but a CON of 3 is definately an exceptionally abberant score). And it's CR 4.
Only that in any dangerous environment (like your average dungeon), the player that barges in without thinking is going to get smacked. Don't turn this into a Dm vs. player issue when it isn't.
Maybe I'm mis-reading things, but this sounds like "Do things smart or I will punish you." Which isn't nessecarily DM-vs.-player (some players like being punished), but it's definately in the realm of "teaching them a lesson" about not being so reckless.
But isn't that what makes the rust monster what it is?
A game-stopper? No, to me, it's a chance for the non-heavily-armored, blunt-weapon-trauma characters to shine. The barbarian, the monk, even a clever enough rogue. And the new version preserves that. If one of the nessecary components for a rust monster is that it draw the game to a screeching halt, I submit that it's a fundamentally bad monster because there should be things that facilitate the enjoyment of D&D (one of the most basic of which is overcoming challenges to get phloot), not things that STOP the enjoyment of D&D.
The rust monster should be an interesting encounter because it forces new tactics. And this one still forces new tactics. It just doesn't stop the game in it's tracks.
If there is no risk of loss in the game, where does the challenge lie? Or is the only challenge DnD presents result in the loss of hit point or attribute scores? With the redesign, the rust monster has gone from an "Oh crap! Circle the wagons!" encounter to barely an annoyance. And that may have been Mike's goal. But I wouldn't hail it as the ten commandments of game design.
You don't see anyone else hailing it, either. It still has some flaws (the 10 minute heal, the descision not to use existing weapon damage rules, and, as you point out, the impermenance). But the rust monster, as written, isn't the risk of loss, it's virtually the guarantee of loss. That's not a challenge, it's just a huge headache.
Not really. It's an uncommon creature, which means players may well have heard rumors of them. I mean, I've never encountered a brown recluse spider, but I know what they can do and have a vague idea what they look like and where they live. Characters in a fantasy game should have access to the same base of knowledge of their natural (and supernatural) world. And regardless, they will only be unprepared once. Magic item have always gotten a save and the monster has never specifically targeted them, so I don't see what any of the fuss was about to begin with. Hence, superfluous and unnecessary change.
But this is a descision that varies depending on the campaign. A standard D&D campaign may know of adventurers, but what if we're cleaving more closely to history and having the horrible monsters be rare and special and unknown? That's using flavor to balance mechanics, and it doesn't work because the flavor depends on the campaign and DM.
Being unprepared once is enough to leave a bad taste in your mouth forever, and, depending on what is fun about D&D for you, enough to ruin your fun for that night and for a long time to come ("Yeah, I'd be able to afford this passage accross the styx at level 60.....IF YOU HADN'T MADE ME PAY FOR A REPLACEMENT +1 GREATSWORD AT LEVEL 3!"). And when, in the future, they ARE prepared, they barely earn their XP award for overcoming that challenge (toss some nails at it and then poke it's face in).
So there's the problem of universality. You can't say what the monster will behave like and what the adventurers will know in every campaign. There's the problem of all-or-nothing, where either the creature draws everything to a sudden stop because of the devestation it wroughts, or the creature is almost not worth the effort to consider an encounter. Solving the all-or-nothing solves also the problem of universality, because when it's less of a binary mosnter, it's easier for it to fit a variety of roles.