Al said:I like 'Save or Die' type spells, because they add spice to the game.
The best combat I've ever been involved in (as a PC) was with a cockatrice. My illusionistess (?) vaguely remembered that cockatrices were dangerous for some reason or another, and told the party fighter that he should kill it quickly. Then it pecked him, and he failed his save. Oops...
Really, save-or-die is what make casters dangerous at high levels. There should be a sense of awe when dealing with high-level casters. Just tossing out dozens of fireballs isn't the same.
And do bear in mind that fighters can just as easily annihilate wizards, especially with the likes of Power Critical, Spirited Charge etc.
If it really bothers you, fix the dice or rule-0.
I agree.Zappo said:After long years of meditation in a small Tibetan shrine, I've finally identified what I dislike the most about D&D.
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What do you think?
What are all the example you can think of for Save-or-Die spells?The following spells (and therefore magic items) are barred from the game. Approval is on spell-by-spell basis.
Haste, Fly, Improved Invisibility, Polymorph Self, Polymorph Other, Wind Walk, Scry, Teleport, Teleport Without Error, Plane Shift, Shadow Walk, Discern Lies, Discern Location, Disintegrate, Slay Living.
The following spells might be dropped:
Hold Person type spells, Dominate Person type spells, Shield.