Save or Die, would it bother you as a player if

Would it bother you as a player if

  • your PC is subject to save or die but another PC is not

    Votes: 6 8.5%
  • your PC is not subject to save or die but another PC is

    Votes: 0 0.0%
  • both bother me

    Votes: 44 62.0%
  • neither bothers me

    Votes: 21 29.6%

Option 1 (save or die not selected by a player): Make a constitution save. If you fail your save, you are blind for one round (you managed to close your eyes just in time) and you loose X hit points. If your hit points are reduced below 0 you are petrified.
Option 2 (save or die selected by a player): Make a constitution save at +5. If you fail, you are petrified.

I don't think this is the kind of thing that the game will let individual players choose.

If more options exist, it will be the gaming group as a whole (or DM, if you want) to choose which one to use, and then it applies to everyone equally.
 

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what if you live and die by the same choice? Choose "lethal" and you gain access to beheading blows, finger of death and implosion spells, but are subject to the save or die version of monster attacks. Choose "mythic" and your attacks have to slog through buckets of HP or apply only "save ends" effects, but you get hit by the milder, 3 strikes version of enemy powers

...
Reminds me of pre4e D&D. Barring specific magical items, mundane characters tried to get through the HP, while the magical ones used save or suck/die spells.
So all this mundane characters were "mythic", but were still hit with "lethal" effects.

Is here a "save or die" fan who

- likes character development
- dislikes resurrection
- likes an at least 5% change to loose a character on each save or die roll

???

Or does the "save or die" fancrowd only consists of

- 2min character makers without real background (or extensive families ;)) for the character
- resurrection fans
- people where the DM cheat behind the screen so they have not realized the math

???
 
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I don't think that you can create a modern character in any RPG these days without it taking a significant amount of time.

Save or die IS the problem. Most players get a lot of enjoyment out of playing their characters and they put a lot of work into not just creating a PC, but also into creating a background for that PC, breathing life into that PC, and into running that PC for many many hours until the PC and fellow party member PCs become an integral part of that player's enjoyment for that campaign world.

It's one thing to die after multiple rounds of combat where the player (and the other players) could make decisions and at least attempt to have the PC survive. It's another for the DM to say "roll a dice, oh too bad, your PC is dead". Anyone who doesn't understand the emotional difference between these two does not understand human nature for the vast majority of players. And since the game is designed to be played by actual humans, game designers should be smart enough to not add in game elements that piss off their players. That's not a smart business model. IMO.

PC death should be a part of the game system, but arbitrary PC death based on a single die roll shouldn't.

For me its matter of what kind of story I want to tell. I want the bad guys to be really bad. Not every thing the group comes up against should be SOD/S. But there is a place for it in fantasy of all types. There is nothing scary about enemies who can maybe inconvenience you really badly for 6 seconds if you are not careful.

Save or die is pretty much a magic thing. I mean there are some massive damage rules that can force a save of sorts in some versions of the game. But with a few exceptions SoD/S is a magic thing. And magic should be dangerous.

Magic has always had the potential to be lethal in both classical and modern fantasy. Morganna had SoD. Darth whoever has SoD. Saruman the White and Grima both had SoS (Arguably SoD but it was strongly implied that the wizards of that world had SoD/S take look at or read the part where Aragorn and Gimly meet back up with Gandalf in the Two Towers). The bad wizards in the Harry Potter series were really only scary because they could kill with a word. And we could take a look at as many other fantasy magic bad guys as you want and you will find that the exception would be those with out SoD/S.

Imagine if Voldamort did not have SoD (Avada Kedavra, killing curse bit). I could not really see those villains needing to be stopped or being able to take over anything really. No one is going to budge on a moral position to a wizard who if they refuse may upset there stomach for upwards of half a minute. Heck almost everything else in the wizards repertoire can be undone by those with no magic at all.

Sure there are other elements of magic that are scary. But most of the truly horrible aspects of magic end your existence in one way or another: by burning or shocking you to death, making you live your days out as a frog, taking control of your mind, making you a vegetable, or outright killing you in some unpleasant fashion. Mages are only feared because they can kill.

The heroes in my games get to be heroes because they faced a dude who could turn them to ash with a word, not because they faced some guy who could confuse them for 6 seconds at a time. Heck the town could have gotten together and put down the 6 second confusion guy with minimal losses because the tools of his craft would have been just an annoyance.

If you don't want to use SoD in your games then don't use challenges that have them or tune them down. But don't assume that everyone else needs their fantasy to have more elbow pads and helmets because you don't want to make a new character. Let those of us who want to use challenges with SoD/S have them and you can choose not to have them. But I assure you that SoD/S is working as intended in the fantasy genre, and the genre would be less fantastic without them.

And finally I want to talk about the last bit about human emotions. Good stories, the best stories in fact have the heroes going up against unbeatable odds, and winning. There are no epics about heroes facing mildly inconvenient bad guys. There is no glory in beating down and freeing the towns people from 6 second bouts of inability. My players want to take on the guy who kills folks when they look at them wrong. I will tell you honestly my players would be more upset at the the loos of a character if they got whittled down over many rounds by the guy with no death effects than if they took a SoD to the face in round 4 of combat of the really awful kill you on sight guy.

There is nothing arbitrary about heroes trying to put down a menace. The characters they play chose to be there to face that evil for whatever reason. And sometimes the good guys take a loss. It would cheapen the victory they had due for defeating this evil to put on the training wheels and make the bad guy just really inconvenience them or put a strong drain on their resources.

Character death is not bad design. Its an optional game mechanic to turn up the drama in a game. Sure it could be misused, or make an encounter be very unfun, but thats what rule zero is for. If you don't want your bad guy to use SoD early on then just don't have them use it and save it for the last few moments of combat. When you let dice decide whether or not characters live, even over many rounds, you are playing a game of chance. sure you can stack the dice in your favor, but you still take that chance. And if you play long enough eventually the house will get some wins.

love,

malkav
 

Imagine if Voldamort did not have SoD (Avada Kedavra, killing curse bit). I could not really see those villains needing to be stopped or being able to take over anything really. No one is going to budge on a moral position to a wizard who if they refuse may upset there stomach for upwards of half a minute. Heck almost everything else in the wizards repertoire can be undone by those with no magic at all.

The difference between Voldamort and D&D is that the author decides who dies with Voldamort whereas with D&D, the DM might decide who might die, but mostly it is a matter sheer dumb luck as to who happens to be closest to the magical blast (or most threatening to the enemy spell caster at the moment) combined with the random dice deciding. If Voldamort would have killed Harry in chapter 2 of book 3, that series would have sucked. The story would have been lame and the same happens if random PC death occurs (with little chance of success when the dice are cold), the story again would be lame.

I have no problem with magic being scary. I have a problem with random arbitrary death with a single die roll.

This doesn't drive the story, it ends it, at least for one player.


All of your examples are ones where an author decided upon a character death for the improvement of the story. That doesn't happen with save or die. It tends to make the story worse, not better.

DMs who use save or die as a crutch for a story element don't really understand good story telling. Yes, heroes can die. But a lightning bolt from the heavens and the PC is dead is totally lame and does not inspire a good story. Yes, the other PCs can pick themselves back up, mourn their lost ally, actually roleplay it, and move on, but the player of the PC that died was just screwed.

DM: "Honestly Frank. This makes the story better."
Frank: "Whatever." (mumbles "it'll make the story better when I key your car moron")

Sudden death in a written story can be awesome. Sudden death in an rpg is usually just lame and even anti-good story. The two medias are totally different, even if the one is attempting to emulate the other.
 

I don't think the killing curse made the evil wizards in harry potter any more frightening than their other abilities...

080328a.jpg


Now, their ability to dominate everyone else? Yeah, that's scary.

Another example of death magic not being that scary (needs the next page too, language warning), but something a lot more mundane... yeah, hey, look, death.
 
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Neither bothers me. I like save or die to begin with and I don't mind a magic item or ability that provides protection for one, but not for another. It's just the way I roll with it.
 

If SOD/S has to be there then it should be the same for all -- I am not a fan of the variable idea at all - not even if there is a matching risk/reward ratio.
 

Question is worded pretty odd.....

I am bothered when my character is pickpocketed, or disarmed. It bothers me when I can't open a door in the dungeon. Hell I get damn frustrated when I take damage in D&D. Of course it bothers me when I have to roll a save or die, I want my player to be Conan and resistant to all effects! Every negative thing that happens to my character bothers me.

You sound like my brother. Nothing against that play style, but I've never real understood it. I play rpgs for the challenge, both in combat and roleplaying scenarios.

I think the OP has point about it, its entirely possible to make it optional. Incapacitation is a necessity though. After combat is over though, the ultimate decision about someone's character can be in the player's hands.

Sent from my ADR6400L using Tapatalk
 

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