Ghendar
First Post
mmadsen said:When I said, "I'd like to see a new mechanic where a failed save has some negative effect, then you roll another save to see if you're really hosed," I was thinking more along the lines of confirming a critical hit -- but simpler, and inverted, with the victim rolling, since it's a save.
For instance, a character might roll a Will Save against color spray. Sucess means no ill effects, but failure means the character is stunned -- and rolls another Will Save. Success means no further ill effects, just being stunned, but failure ups the consequences to include blindness -- and another roll. Success on that save means just being stunned and blinded. Failure means unconsciousness too.
Sleep's effects could escalate from being dazed for one round, to being stunned for one round, to actually being put to sleep, unconscious.
In many cases, the problem with save-or-die spells is that they're so binary, and that mechanically they're decided by a single roll. Escalating saves sidestep those issues.
I guess I have a problem with multiple saves. Seems to nerf spellcasting too much. I have no problem with save or die effects. I know it's something that current D&D design philosophy seems to be moving away from, but I think it's a necessary part of the game. Used sparingly of course, but still part of the game. When you go up against that high level wizard, you have to expect these types of things and prepare for them.
I know save or die bothers a lot of people and is not considered "fun" but I have always found it to be a part of D&D and should continue.