Al said:
Highly arguable. If the DM removes save-or-dies without increasing the levels of straight hit-point damage on offer, all he's done is reduce the lethality of the campaign.
And given the lethality of high-level D&D by the book, this is a Good Thing as far as I'm concerned.
In this case, it is true that Raise Dead would not be as prevalent. However, he may as well just keep save-or-dies and reduce lethality in other ways: it maintains variety and manufactures the same effect.
Why not do both, then?
I'm not saying that. I'm saying that banning save-or-dies AND banning Death Ward etc. is as pointless as banning fire damage AND Protection from Fire.
Nonsense.
It doesn't achieve anything except the narrowing of the game and shifting the spotlight toward the tanks.
Pfaugh. There should be plenty of ways to let boom-spell mages get their share of spotlight time without needing to have disintegrate, slay living, finger of death, work the way they currently do. They manage it even as low as 5th level, after all. And if you're a sorc, you can do it even as low as 3rd or 4th. I've never felt that wizards _needed_ instant death spells to make their presence known at high levels.
OA, as an example, removes a lot of these instant death spells, and substitutes others that deal ability damage. I've heard of no complaints that shamans, wu jen and shugenja suffer from a lack of spotlight time as a result.
And, of course, those opposed to removing instakill effects have no opportunity to raise a counter-argument...
You can raise a counterargument if you want. Saying "do you realise you're taking stuff out of the game?" is nothing more than stating the bleeding obvious.
Not true at all. Color Spray is pretty damned close to a save-or-die. And at low-levels, this effect is diminished. A couple of shots and you are down. At high-levels, just imagine how many Heals and Mass Heals both sides can muster to drag the combat out ad tedium
Until someone dies, anyway.
(NB: If the character is killed, circumventing the use of Heals, then the net result is that you might as well have kept save-or-die.)
There is a vast gulf between "instant kill" and "no-risk".
The net results in both cases in death. Not much difference between dying from being hit repeatedly or dying from failing in save, in the long run.
In the long run, we're all dead, yes. Your point being...?
No, I meant a balanced fix.
What, you want a perfect fix after one weekend's worth of messageboard haranguing? I'll keep that in mind next time you make a suggestion.