Save or die

Save or die situations

  • We use them RAW and frequently!!!1!11!1!

    Votes: 27 18.6%
  • We use them RAW but sparingly.

    Votes: 93 64.1%
  • We use them frequently but tone them down with a house rule.

    Votes: 6 4.1%
  • We use them sparing and tone them down with a house rule.

    Votes: 10 6.9%
  • We dont use them, they're just too random.

    Votes: 7 4.8%
  • Please don't hurt me, i'm only little!

    Votes: 2 1.4%


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In both my current campaigns (Eberron), I allow the use of 3 actions pts to change a killing blow or effect into one that renders you unconcscious and stabilized at -9. So "save-or-die" effects aren't a problem.
 

Don't like them, and won't use them. I've got no problem killing off a character in combat, but the save or die thing just seems like a cheap shot. I like 'em to go down swinging.
 

was said:
Don't like them, and won't use them. I've got no problem killing off a character in combat, but the save or die thing just seems like a cheap shot. I like 'em to go down swinging.

I tend to agree, however if you are using something like action point or hero points where a player can spend some points to add to a roll then I think that save or die can be used sparingly. I tend to try and think it through from the NPCs perspective. Casting a finger of death is not a viable option if it results in the rest of the PCs focusing all their power in killing the NPC ignoring the rest of the monsters. The NPC weighs the odds. What is the likelyhood of success and what are the likely consequences. This results in most spell casters spending their spells in augmenting the threat that their own fighters pose. That way the PCs are more likely to try and kill the pumped fighter than the spellcaster. Finger of death is saved for those situation where the enemy is fleeing or as a held action to buy their lives if the enemy is prevailing. "Who feels lucky, punk?". I've had many a bad guy "escape" this way by agreeing to dissipate the spell and the PCs let him go. So far only once did the PCs double cross the spellcaster (who had a disintegrate left as well and took a PC with him to the afterlife).
 

death

In my group we like to use the Dam = -con before you die, but as for the one shot kills. I give them no repreve. The enemys will use one shot kills just like the PC do so I find it far. Thats how I own the group's cleric he loves putiing bluffs up and healing so a Destruction or maybe throw a Power word Kill puts him in his place. If enemies reguard you as to much of a threat thats why they have powerful spells. So as a DM RAW ALL THE WAY. Its how I roll son
 

"Use them frequently but tone them down with a house rule"
That is: RAW, but we tossed out Massive Damage. I love it when the fighter takes 89 points of damage from a trap, gets up, and walks away.

Otherwise, I have no problem killing. All the deaths have so far been combat/hp-loss-related deaths, and not a single one involved a spell (though the monk surrounded by five mohrgs and failing his For save was the closest thing--and highly amusing).
 

Innocent Bystander said:
That just reminded me of my DM in an online game. Although he'd probably wonder what that 'save' word means. :)

Heh... I exaggerate, but only a lil bit.

I actually voted RAW in moderation- even the epic party doesn't have too awful many save or die experiences. But I am not afraid to use 'em. Especially if you use raise dead, resurrection, etc by the book, death is a speed bump.

Which, of course, is why I've always been fond of soul-destroying stuff (barghest feast, etc).
 

JimAde said:
For any effect that would normally be save or die, a failed save instead reduces you to negative 1d8 HP and Dying status (basically the house rule Xor referred to in the original post, but slightly less nasty). Your friends have to reach you quickly in order for you to live.

I have death occur at negative HP equal to your Con ability. I also have "disabled" apply from 0 to negative your con modifier for more dramatic effect. :) So somebody with a 14 Con is disabled at 0 to -2 HP, unconscious and dying at -3 to -14 and dead at -15 or more. It's not a huge difference, but it helps, especially at lower levels.

We use -5 instead of -1D8, but I'm starting to think that -2D6 is sounding good (especially since we already have a house rule that if you get to -9 or higher within one round of being dead due to curing, you're ok).
 

I can only think of one "SoD" situation I've encountered recently, and the DM wisely toned it down. We encountered some sea hags, with that awful death gaze. Even though it gives two saves (like <i>phantasmal killer</i>), they can do it three times a day, and they are only CR 4.

The DM changed it to "knocks you to -5hp" not instant death but certainly a large threat.
 

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