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save or die 3.5
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<blockquote data-quote="Celtavian" data-source="post: 935413" data-attributes="member: 5834"><p>The change to <em>Disintegrate</em> seemed reasonable. I can explain this in the course of a game with severe wounding because only certain amount of matter was destroyed.Now, for spells like <em>Finger of Death</em> and <em>Wail of Banshee</em>, it becomes more difficult to explain why they are still alive after failing to resist the spell. </p><p></p><p>I don't know about most folks on this board, but a saving throw has always been a measure of resistance. It would really change the flavor of save or die spells if a player could both resist with a save and by having alot of hit points.</p><p></p><p>I keep hearing that save or die spells ruin epic level play, but that is poppycock. Any epic level player worth a damn has magic items or spells that either provide complete protection against death spells and effects, a means of gaining a ressurection, items that raise their saving throws to obscene levels, or other means of avoiding death. I keep hearing about casters with obsene DC's, yet no mention of warrior types with obscene saves. I have played high level characters, and it goes both ways. </p><p></p><p>Save or die spells are about game flavor. If they didn't put your life at risk, they would be nothing more than glorified direct damage spells that fighters and clerics would easily survive whether or not they made their save and wizards and rogues would suffer badly from, but might not die, whether or not they made their save. The entire fearsome nature of death spells would be reduced to dice rolling. That would not make me happy at all.</p><p></p><p>I am sorely against any change to true save or die spells. <em>Disintegrate</em> and <em>Implosion</em> are fine to change. I hope they don't completely eliminate the flavor or risk of the true death spells.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 935413, member: 5834"] The change to [i]Disintegrate[/i] seemed reasonable. I can explain this in the course of a game with severe wounding because only certain amount of matter was destroyed.Now, for spells like [i]Finger of Death[/i] and [i]Wail of Banshee[/i], it becomes more difficult to explain why they are still alive after failing to resist the spell. I don't know about most folks on this board, but a saving throw has always been a measure of resistance. It would really change the flavor of save or die spells if a player could both resist with a save and by having alot of hit points. I keep hearing that save or die spells ruin epic level play, but that is poppycock. Any epic level player worth a damn has magic items or spells that either provide complete protection against death spells and effects, a means of gaining a ressurection, items that raise their saving throws to obscene levels, or other means of avoiding death. I keep hearing about casters with obsene DC's, yet no mention of warrior types with obscene saves. I have played high level characters, and it goes both ways. Save or die spells are about game flavor. If they didn't put your life at risk, they would be nothing more than glorified direct damage spells that fighters and clerics would easily survive whether or not they made their save and wizards and rogues would suffer badly from, but might not die, whether or not they made their save. The entire fearsome nature of death spells would be reduced to dice rolling. That would not make me happy at all. I am sorely against any change to true save or die spells. [i]Disintegrate[/i] and [i]Implosion[/i] are fine to change. I hope they don't completely eliminate the flavor or risk of the true death spells. [/QUOTE]
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